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DINOSAURS THAT NEVER WERE

By Gregory Detwiler

Table of Contents
Chapter 1: Storm Valley . . . . . . . . . . . . . . . . . . . . .3
Chapter 2: New Creatures . . . . . . . . . . . . . . . . . . .13
Allosaurus temnonychus . . . . . . . . . . . . . . . . .13
Ankylosaurus peltaspinos . . . . . . . . . . . . . . . .15
Anoplotops ferox . . . . . . . . . . . . . . . . . . . . . .16
Aublysodon orogradior . . . . . . . . . . . . . . . . . .17
Avimimus struthioides . . . . . . . . . . . . . . . . . .19
Carnocornus megalocornus . . . . . . . . . . . . . . .20
Ceratops susoides . . . . . . . . . . . . . . . . . . . . . .21
Cetiocrocodylus thalassos . . . . . . . . . . . . . . . .23
Chirostenotes temnocheirus . . . . . . . . . . . . . .24
Colossosaurus cretasus . . . . . . . . . . . . . . . . . .25
Craspedoceratops gregarium . . . . . . . . . . . . . .26
Deinocheirus gryponychus . . . . . . . . . . . . . . .27
Dolichobrachios ferox . . . . . . . . . . . . . . . . . . .28
Dracoroc megalopteryx . . . . . . . . . . . . . . . . . .29
Dracotherizinos cretasus . . . . . . . . . . . . . . . . .30
Dryptosaurus ingens . . . . . . . . . . . . . . . . . . . .32
Elasmoforme ingens . . . . . . . . . . . . . . . . . . . .33
Gorgomonstrum torvovenator . . . . . . . . . . . . .34
Hyaenasaurus osseophagus . . . . . . . . . . . . . . .36

Hypsilophodon cervesaurus . . . . . . . . . . . . . .37


Hypsilophodon lemmo . . . . . . . . . . . . . . . . . .38
Iguanodonts . . . . . . . . . . . . . . . . . . . . . . . . . . .39
Linnorms . . . . . . . . . . . . . . . . . . . . . . . . . . . . .40
Liopleurodon gigantis . . . . . . . . . . . . . . . . . . .44
Maleevosaurus nasipilum . . . . . . . . . . . . . . . .45
Megalochelys thalassos . . . . . . . . . . . . . . . . . .46
Multiceratops tarbos . . . . . . . . . . . . . . . . . . . .47
Nanotyrannus acinonyx . . . . . . . . . . . . . . . . .48
Oviraptor arbophagus . . . . . . . . . . . . . . . . . . .49
Pentaceratops tarbomonstrum . . . . . . . . . . . . .50
Pilumcephalus velos . . . . . . . . . . . . . . . . . . . .51
Potamoceratops cretasus . . . . . . . . . . . . . . . . .52
Pteranodon pilumgnathus . . . . . . . . . . . . . . . .53
Segnosaurus ursoides . . . . . . . . . . . . . . . . . . .54
Sirenisaurus macrolophus . . . . . . . . . . . . . . . .55
Spinoflagella peloros . . . . . . . . . . . . . . . . . . .56
Titanosaurs . . . . . . . . . . . . . . . . . . . . . . . . . . .57
Velociraptor homoides . . . . . . . . . . . . . . . . . .59
Appenix 1: Encounter Tables by CR . . . . . . . . . .61

Credits
Writer: Gregory Detwiler
Cover Artist: Erik Omtvedt
Interior Artists: Tim Burgard, William McAusland, Brad McDevitt
Cartography: Matt Snyder
Copy Editor/Graphic Designer: Joseph Goodman
Logo Design: Derek Schubert

Comments or questions? E-mail us at goodmangames@mindspring.com

Chapter 1: Storm Valley


Introduction
This book describes the wildlife, terrain, and other features of
Storm Valley, one of the first great valleys of the planet Cretasus
to be explored by humans. Storm Valley is notable not merely for
its violent weather, but also for the amazing variety of dinosaurs
that live there. Many of these creatures were once derived from
the root stock of Earth dinosaurs, but have evolved into entirely new beasts. They are dinosaurs that never were dinosaurs
that could have evolved on Earth but never did, yet have evolved
on Cretasus.
Although Storm Valley is set in the world of Dinosaur Planet:
Broncosaurus Rex, most of this book is world-neutral monster statistics. You can use these creatures in any d20 game world.
Where the first two Broncosaurus Rex books focused on
creatures with low CR (the better to start low-level campaigns
with), this book expands into the higher CRs. Most are in the 6-8
range but some are as high as 30!

The Storms
Exploring Storm Valley is not easy, due to its wildlife and the
violent storms that rage over its surface constantly. Places of mystery still exist here, and even those spots that are on the map or
spoken of by travelers are by no means fully explored. Characters
will have to undergo a series of grueling treks in order to penetrate
even one of Storm Valleys mysteries, with no guarantee that they
will come back alive with the knowledge they gained.
Storm Valley is one of the largest valleys on the world of
Cretasus, covering an area equivalent to one entire hemisphere on
Earth. This is not all land, however. The mainland consists of a
vast irregular circle of land with as much area as the three continents of the Old World of Earth (Europe, Africa, and Asia). Closer
to the center, like an internal layer of an onion, is the Tempest Sea,
so called because of the frequent storms that lash its surface. This
sea is equivalent in size to the Atlantic Ocean of Earth. In the very
center of this sea, and the valley itself, is the island continent of
Carsonia, which owes its name to its discoverer and first explorer. Equal in size to the combined territories of Australia, New
Zealand, and New Guinea, it is a self-contained world in its own
right, with mists concealing whatever features and wildlife may
dwell there.
Naturally, the first thing one notices about Storm Valley is the

nonstop cover of storm-wracked clouds that cloaks the entire valley. These clouds descend to the tops of the great mountains that
surround the valley, but come no lower, as if they are actually supported by the mighty peaks. Beneath them, there is an entirely
separate weather system, which operates just as it does on Earth,
with clear weather, clouds, and rain alternating in regular cycles.
Explorers attest that the most pleasant days in Storm Valley,
weather-wise, are those when the local weather is cloudy, but not
rainy, because clear skies give them a nerve-wracking view of
the violent storms that constantly rage above. Even when the
storms are invisible above the local cloud layer, they can still be
heard; the constant roar and rumble of thunder is the major background noise of Storm Valley.
The storms themselves are spectacular affairs, with mile-long
lighting bolts constantly darting from one boiling cloud to another, or to the tops of the great peaks that cut off Storm Valley from
the rest of the planet. Accompanying the thunder and lightning is
the roar of the wind, for the air currents above this valley are in
constant turmoil. The difficulty of flying in such an environment
is one of the main reasons why the valley has been so little
explored by humans (or aliens, so far as anyone knows).
Flying any kind of aerial vehicle into the maelstrom of
clouds, wind, and lightning above Storm Valley requires a Pilot
skill check to stay aloft. However, the storms are so violent that
the DC is 24 rather than the usual 20. A typical trip through the
storms lasts long enough to subject a pilot to at least three skill
checks.
The only bit of good news is the sheer distance between the
storms and the ground. A pilot has time to make a heroic lastminute effort to regain control, meaning a ship may still survive
the trip. Although the passengers and crew will be shaken up, they
will have taken no real damage, and the same goes for any equipment stored in the hold. The pilot gets one attempt to regain control in the stormy upper atmosphere (DC 24). If that check fails by
6 or more, the ship crashes; if by 3 or less, the ship plummets into
the calmer lower atmosphere, where another check is possible
(DC 20) before all bets are off.
Failure to regain control means a crash landing, wherein the
ship itself will be a total loss. This leaves the party to make a funfilled return trip on foot through one of the mountain passes
assuming they can find any, that is. Those who manage to maintain full control of their flying machines will see the wrecks of
predecessor craft scattered at long, irregular intervals throughout
the valley, and rumor has it that some of these craft are not of
human design.

And when it comes time to go home, the pilot must struggle


upwards back into violent storms for at least three consecutive
skill checks.

Geography
Despite the obvious difficulties involved, enough brave and
skillful pilots have penetrated the storm front repeatedly to bring
the stay-at-homes at least a rough aerial map of the entire valley.
Although the valley is surrounded by giant mountains on all sides,
just like every other valley on Cretasus, it is the peaks to the west
that provide the most spectacular view. These are the Red
Mountains, an unbroken range that stretches from north to south.
They get their name from their color, and they get their color from
the fact that their rock is incredibly rich in iron ore, and to a lesser extent, copper. Thus, they provide any miners with the hardiness to get to them with a virtually endless supply of the most
important metal to an industrial civilization, and copper isnt to be
sneezed at either.
Remembering the relatively backward nature of human technology in the Broncosaurus Rex gaming universe, it must be realized that fiber optics and the like have not yet replaced copper
wire in the construction of electrical gear. If the Confederacy can
gain and maintain a monopoly on this valley and on Cretasus in
general it will have all the raw materials it needs for a massive
program of industrial expansion, giving it an excellent shot at ending or at the very least severely reducing the Unions enormous technical lead. The jockeying for position in order to control
the Red Mountains is already the single largest cause of conflict
between Union and Confederacy in Storm Valley, and looks to
stay that way into the foreseeable future.
The land just east of the Red Mountains is seemingly impenetrable jungle, with the flora of a temperate climate dwelling in
the shadow of the great mountains themselves, and its tropical
equivalent in that half of the land that actually borders the
Tempest Sea. To the north of this inland ocean are mountain peaks
of normal color, and between them and the sea is a hunk of land
that is mostly scrub-savanna and desert, dotted here and there with
visually unpleasant but financially lucrative spots where oil seeps
to the surface in great quantities. The eastern part of the great
landmass that encircles the Tempest Sea consists of forests, lightly-wooded savannas, and rolling plains intermingled in no particular order, while the south, which has the only known mountain
passes leading into Storm Valley, is a mass of forest and jungle.
Again, as is the case to the west, the climate and flora are those of
warm temperate conditions in those regions nearest to the mountains, passing from this to subtropical and at last tropical as one
nears the inland sea.
One oddity about the vegetation of Storm Valley is the eerily
beautiful blue-green color in the leaves and grass, replacing the
normal green shades completely. Scientists theorize that this color
change enables the plants to absorb what solar radiation makes it
down through the storm clouds. Another oddity is that, although

the sun itself is never seen, a clear day in Storm Valley is just as
bright as one in the outside world. Whether this is due purely to
solar radiation or to some energy emitted by the eternal storm
clouds, it is impossible to say at the moment, and the obvious dangers of research mean that this mystery will probably not be
solved anytime in the near future. There is no sight more spectacular than that of a panoramic view of a large part of Storm Valley,
with visibility as good as on a sunny day back on Earth, but with
pitch-black storm clouds constantly boiling and raging overhead
in the upper reaches of the atmosphere. There is also no sight
more eerie, which is why veteran explorers of the valley prefer
cloudy days.
In the eastern portion of the valley, a massive stone city has
been discovered. It has, of course, immediately become the target
of explorers and military reconnaissance forces alike, who tried to
determine if the city was an ancient ruin or still inhabited, and if
the latter, inhabited by whom. Between the crashed aircraft and
land-bound expeditions that were annihilated by Storm Valleys
bizarre dinosaurs and other creatures, it was several years after the
citys initial discovery before a daring team of researchers discovered that this low-tech city was not only still alive, but was still
inhabited by its original builders. Not only that, but those builders
were dinosaurs, and not small raptor-types, but giant carnosaurs,
kin to the big-armed and -clawed Therizinosaurus of Earth.
Theorists and laymen (whose ideas of dinosaurs came almost
wholly from popular fiction and movies) alike were stunned to
discover a species of large dinosaurs with humanlike intelligence,
but reality is no respecter of preconceived beliefs. Those few
researchers who made it there and back have since reported that
the giant carnosaurs have a militaristic outlook on life, with their
primary entertainment being blood combats in a giant arena along
the model of ancient Rome. They also have the unfortunate tendency to regard the entire valley as their private hunting ground
and game preserve, and all intruders from the outside, whether
human (from any faction) or alien, will be met with immediate
attack, resulting in either instant death or capture (for participation
in future games).

Union Presence
Once the true nature of Storm Valleys contents became
known, the Union mounted a massive effort to gain a substantial
foothold in the valley, going so far as to use explosives to widen
one of the larger mountain passes so ground vehicles could enter.
Unfortunately, this intended highway is frequently blocked by
landslides, most of which seem to be due to the lightning striking
the mountains. Others seem to have been deliberately caused by
certain members of the animal life, pterosaurs and small, agile
dinosaurs alike, while a handful have been attributed to human
agents (i.e., the Confederacy). As a result, although the Union has
a major military base in the southernmost portion of the valley, the
unreliable supply route means that no more bases will appear for
quite some time, while the soldiers stationed there are frequently

short-handed on rations, ammunition, and other supplies.


Fort Phil Kearny, the Unions foot in the door in Storm
Valley, on paper has a garrison of perhaps 1,000 men. In reality,
the number is often as low as 300, or even lower, due to a combination of high casualties and the frequent interruption of reinforcements. Nor is this due only to the natural resistance of the
local fauna, even though the fort has been under a virtual state of
siege from the wildlife as soon as it was founded. Although information coming from explorers of Storm Valley is by no means
comprehensive, it was realized early on that the dinosaurs and
other beasts here were more advanced, more highly evolved, than
those of either prehistoric Earth or the Main Valley. At the same
time, the Union knows only too well that the Confederacy intends
to use giant dinosaurs in battle to counter Union superiority in
tanks and ironclads.
Thus, the primary mission of the forts commander, aside
from maintaining the Unions foothold here, is to capture large
numbers of the local dinosaurs so that the Union may start its own
program of military utilization of dinosaurs, a bigger and better
one than the Confederates can boast. Of course, the Union cant
even do a competent job yet in capturing and training ordinary
dinosaurs, particularly en masse, so trying it with the more highly
advanced beasts of Storm Valley is equivalent to running before
one can walk.
The result has been massive casualties among the Union
forces stationed here, and with precious little to show for them.
What few animals have been taken alive invariably either escape
or die in captivity, the latter usually as a result of the Union troops
being forced to shoot them in self-defense. But Major Robert
Harrison Foley, commander of the fort, has his orders, and as soon
as a fresh batch of replacement troops fights its way to Fort Phil
Kearny, he sends them out into the jungle to try again. This has led
his surviving men to nickname him Major Folly, in a clever play
on his name, or simply the butcher, while Fort Phil Kearny itself
is referred to as either Foleys Folly or Hell on Cretasus.
Rumors concerning conditions at Fort Phil Kearny have
leaked out, despite all Foleys efforts, and most Union military
men would willingly do anything to be stationed anywhere else in
the universe but there. Not even the promise of rapid promotion
and an increase in pay has tempted anyone to volunteer for this
post, at least not after word of the first few massacres of soldiers
got out. Now the rumors are starting to spread about a planned
major expansion of Fort Phil Kearny, sparing no expense in either
money or lives, so that the operation may go about on a proper
footing at last. Although the Unions news services treat this as
ordinary, unspectacular news, military commanders are alarmed,
predicting mass desertions and mutinies among their troops if this
mad scheme is put into effect. If the Union Government or at
least the Cabal insists on going ahead with this project, it could
prove in the end to be the straw that breaks the Unions back, at
least on Cretasus.
Fort Phil Kearny is well-equipped with heavy weapons.
Square in design, it has a high tower at each corner equipped with
a howzer and a pair of heavy machine guns (one on either side of

the cannon). Originally, they were designed only to fire outside,


with the towers themselves bulging out from the main wall so as
to provide flanking fire against any attackers. After the first six
months, though, these towers were redesigned with swivel mounts
so that their heavy weapons could be turned about to fire inside
the fort. The standard explanation is that this was done to increase
the garrisons firepower against captured animals that managed to
break loose, but the rumor mill suggests that they have been used
on occasion against mutinous troops of the garrison. Certainly
every Union officer present is equipped with his own mutiny gun,
with a small arsenal of spares in a special storeroom adjacent to
the officers quarters. Each officer also has his own automatic pistol, while Major Foley himself sports a laser pistol. The rank-andfile are heavily equipped with Absentee Voter or Marionette
rifles, a handful of ROGUE rifles, trank guns, heavy trank guns,
and an assortment of flamers, piledrivers, grenade launchers, and
heavy machine guns in the hands of heavy weapons specialists. In
spite of all this armament, and the fact that the troops often go out
clad in armor of some sort, even powered armor, the local
dinosaurs have inflicted massive casualties. Not only must the
troops often pull their punches in the interests of trying to take
their opponents alive, but the entire neighborhood is heavily
forested, providing even giant dinosaurs with so much cover that
the soldiers are unable to get much mileage out of their ballistic
weapons before being ambushed at close quarters.
Fort Phil Kearny is built on a heroic scale, even considering
the size of the garrison, for remember that this place is supposed
to be a depository and training center for captive dinosaurs as well
as a home for the human soldiers. As such, most of it is empty
space that has largely gone to waste, due to the Unions inability
to handle captive dinosaurs. (Not even wild ones of Union citizenship have been willing to help out at Fort Phil Kearny.) In
addition, the frequent heavy losses of soldiers means that much of
the barracks area is also empty or sparsely-inhabited. This lends
the entire post a ghost town air that wreaks havoc with the
already low morale of the troops. Add to this the fact that the fort
is far too large for its limited garrison to properly defend it, even
on those rare occasions when its at paper strength, and it is easy
to understand why every soldier who has been stationed here at
least a short time is oppressed by a conviction of inevitable doom.
In the center of Fort Phil Kearny is a large well filled with
poisoned water. Originally, this was a natural spring, and its presence was the reason this site was selected for the fort. Naturally, it
wasnt poisoned when the Union troops first showed up; even
Major Folly isnt that stupid! But shortly after the walls went
up, a large flock of giant pterosaurs showed up one moonlit night
and subjected the spring to a steady bombardment of decomposed
animal carcasses. So many rotting corpses were dropped in (leading Major Foley to suspect the pterosaurs had the cooperation of
some of the valleys dinosaurs in preparing this attack) that the
well water is now hopelessly contaminated.
As a result, a convoy of tracked water trucks must leave the
fort every day to fill their tanks at the river a mile away. The first
time this was attempted, several wolf packs of the local

carnosaurs ambushed the truck and annihilated it, reinforcing


Foleys suspicions of a joint operation. A second water party was
driven back with heavy losses, and the third succeeded only at the
price of leaving the fort itself with a skeleton garrison. Now the
need to go to the river for water is a steady drain on the garrisons
strength in its own right, as the troops must leave the safety of the
forts walls and expose themselves to attack by dinosaurs,
pterosaurs, giant snakes, and crocodiles and other large aquatic
reptiles. Fort Phil Kearny has hosted a number of representatives
from the Unions various chemical companies, as Major Foley has
frantically tried to find a way to detoxify his posts well water, but
so far, nothing has worked. Deaths from making the water run
occur almost daily, even among troops wearing power armor;
some predators have jaws powerful enough to crack this armor,
while the crocodiles (which can grip the men firmly without actually penetrating their armor) simply grab the men and hold them
underwater until they run out of air.
Major Robert Harrison Foley, a.k.a. Major Folly: The
commander of Fort Phil Kearny is a large man in his forties, with
the body and limbs of a boxer and only the slightest touch of gray
in his black hair. His clean-shaven face shows stern discipline and
a stubborn determination to succeed, no matter what the cost. An
officer of average intelligence and skill, he would be competent
enough at most posts, but the radical nature of affairs at the
Unions foothold in Storm Valley has proven too much for him, at
least for the moment.
A pugnacious man who joined the Army to fight, he is not
above leading his troops in battle against dinosaurs or their own
rebellious comrades, and the day after the pterosaurs poisoned the
well, he personally led the third sortie that finally secured water,
albeit at a heavy cost. It is in part this behavior that has prevented
a general mutiny on the part of the entire garrison. All too aware
of the low morale here he suffers from it as well Foley punishes mutineers and dissidents with a firm hand, but no firmer
than absolutely necessary, for he is no martinet. In fact, he would
like nothing better than to wash his hands of this entire mess, but
his pride will not let him admit defeat and submit either a request
for a transfer or his resignation. Aside from that, he has a sneaking suspicion that the radical nature of the problems at his post are
such that no regular military officer would have more luck than he
would at solving them. Since he has been commander for so long,
he realizes what the Union is up against here better than any other
officer in the army, and is reluctant to leave his men in the hands
of a rank amateur who must learn all over again at a heavy cost in
lives. Currently, all he can do is constantly scream for reinforcements and attempt to carry out his orders on the infrequent occasions they arrive.
Major Robert Harrison Foley, Union Sol8: CR 8;
Medium-size Humanoid (62); HD 8d10; hp 72; Init +2 (+2
Dex); Spd 20 ft.; AC 21 physical, 19 energy (+2 Dex, +7
reactive armor, +2/+0 kinetic field); Atk +8/+3 ranged
(2d10/crit x2, laser pistol), +8/+3 ranged (1d10/crit x3, automatic pistol), or +8/+3 (1d10/crit 18-20/x3, mutiny gun); AL
LN; SV Fort +6, Ref +4, Will +4; Str 13, Con 11, Dex 14, Int

11, Wis 10, Cha 13.


Skills: Bluff +5, Drive +7, Intimidate +8, Knowledge
(strategy and tactics) +9, Listen +4, Sense Motive +2, Use
Technical Equipment +12. Feats: Combat Placement,
Combat Tactician, Iron Will, Leadership, Sense of
Vulnerability, Weapon ProficiencyHigh Tech (Laser Pistol).
Possessions: Laser pistol, automatic pistol, mutiny gun,
reactive armor, kinetic field, binoculars. Most other gear is
carried by aides.
Infantryman: This is a typical infantryman of the garrison at
Fort Phil Kearny. Regarding armament, at least one squad (sometimes two, depending on the number of reinforcements that have
arrived recently) will have the Absentee Voter rifles replaced by
ROGUE rifles, while every fifth man has skill with at least one
heavy weapon (piledriver, flamer, heavy machine gun, etc.). A
tenth of the garrison may wear reactive or powered armor instead
of flak jackets.
Infantryman, Fort Phil Kearny Garrison, Union Sol1:
CR 1, Medium-size Humanoid (6); HD 1d10; Init +5 (+1
Dex, +4 Improved Initiative); Spd 30 ft.; AC 16 (+5 flak jacket, +1 Dex); Atk +2 ranged (1d12/crit x3, Absentee Voter
rifle) or +1 melee (1d4/crit 19-20/x2, bayonet); AL LN; SV
Fort +2, Ref +1, Will +0; Str 12, Con 11, Dex 12, Int 11, Wis
10, Cha 10.
Skills: Drive +5, Intimidate +4, Knowledge (strategy &
tactics) +4, Listen +4, Use Technical Equipment +4. Feats:
Improved Initiative.
Possessions: Absentee Voter rifle with four magazines
(20 bullets each), bayonet, flak jacket, cash $1d6. Many
infantrymen who go on capture sorties will carry trank guns
instead of assault rifles.

Confederate Presence
In contrast to the sorry state of affairs at Fort Phil Kearny, the
various Confederate outposts in Storm Valley are hanging on quite
well, and even thriving. Most of them are considerably smaller
than the Unions besieged Gibraltar, making them much less
threatening, and even in their pursuit of mining operations they
have altered the local landscape much less. Confederate residents
approach the wildlife with a live and let live attitude, rather than
shooting on sight, an attitude that has spared them much grief at
the hands of the dinosaurs. The few military posts here include
wild ones and other faunal liaisons among their personnel and
allies.
The mountain valley towns of Bakersfield, Wheeling, and
Frankfort serve as a source of supply to the various mining companies and lone prospectors who roam the southernmost portion
of the Red Mountains, mining copper and iron. Each town has a
population of roughly 2,000, and unlike most Confederate colonial communities, they are industrial centers. Storm Valley is
planned as the site of the Confederacys industrial renaissance,
and the towns founders intended to hit the ground running in this

regard. The level of technology here (tech level 5) is also high for
a Confederate colonial town. Thus, the situation present in the
Main Valley is reversed in Storm Valley, with the North striving to
capture and train dinosaurs while the Confederacy is setting up a
high-tech mining and industrial center.
Each of the three towns has a well-organized militia. Every
man owns a Winchester rifle and keeps it at home when he is offduty. For backup weapons, the rank-and-filers have short swords
and knives, while junior officers carry long swords or scimitarlike curved swords as well as Colt .45 revolvers. The top militia
commanders even boast laser swords, as they are the richest and
most prominent men in their communities. Howzers, grenade
launchers, and heavy machine guns are also present, though the
three towns combined still have fewer of these than Fort Phil
Kearny. Off-duty civilians use shotguns and shortbows (the latter
with poison-tipped arrows) for hunting, while the richer community leaders have bronto guns or other heavy hunting rifles. There
are rumors that civilian hunters have used their poisoned arrows
not merely against the local animal life but also against intruding
parties of Union infantry. This has yet to be confirmed, but it
would certainly poison (no pun intended) relations between the
two powers if it turned out to be true; after the attack on Fort Phil
Kearnys well, Foley and his men are particularly sensitive about
anything to do with poison.
Several dozen small mining communities are scattered
throughout the southern third of the Red Mountains, with a spider
web of rough land trails leading from them to one or more of the
major towns. These places are much more like the mining towns
of the Old West, save for the fact that they are often equipped with
the latest in mining technology, whether it be Confederate, Free
Fleet (including alien tech that no one fully understands), or salvaged Union equipment from a shipwreck or failed camp in the
Main Valley.
There are also an unknown number of independent miners
who operate like the Forty-Niners of the California Gold Rush
days. Gold has been found in some of the mountain streams, while
the larger streams, ponds, lakes, and rivers contain a species of
freshwater oyster that produces pearls as fine as any made by its
marine equivalents on Earth. There are also rumors of deposits of
various gemstones being found here and there, but for the
moment, thats all they are: rumors.
One side note: All domesticated dinosaurs used by the
Confederates and independent operators in Storm Valley are
standard species which come from the Main Valley. The
Confederacy has not even begun to attempt domesticating any of
Storm Valleys dinosaurs, and it has no intention of doing so until
after its specialists have thoroughly studied them. They have all
they can handle in the Main Valley, anyway, and the primary
thrust of their settlement of Storm Valley is the establishment of
an industrial base as quickly as possible.
Colonel Ambrose Montgomery, Militia Commander of
Frankfort: Colonel Montgomery is the head of the Frankfort
Militia. As Frankfort is slightly larger than the other industrial
towns in the region, this makes him de facto military commander

for the entire region. He is a rather ordinary-looking man to hold


such an important post, with drab brown hair and eyes, as well as
traces of a beard that show even right after shaving. However, he
has a keen military mind. Cretasus is actually the fourth new planet he has been on, and on the other three, he led troops in informal
skirmishes against Union soldiery, winning every time. This has
given the men under his command complete confidence in him.
Unaccustomed to losing, he will do everything in his power to win
any struggle and accomplish any task, whether civilian or military.
Aside from overseeing the defenses of the Confederacys
handholds in Storm Valley, he must also help coordinate mining
output with industrial growth, to make sure the factories in the
towns do not appear faster than the raw materials they need to
operate them, and that those which are present receive a steady
supply. At the moment, things are going swimmingly, so much so
that he predicts that each industrial town will double its size and
population within the next year or two at most.
Colonel Ambrose Montgomery, Confederate Male
War3/Sol3: CR 6; Medium-size Humanoid (59); HD
3d8+3d10+12; hp 47; Init +6 (+2 Dex, +4 Improved
Initiative); Spd 30 ft.; AC 17 (+2 Dex, +5 flak jacket); Atk +5
melee (2d8+2/crit 19-20, laser sword), +8 ranged (1d10/crit
x3, Colt .45), +8 ranged (1d12/crit x3, Winchester rifle), or
+8 ranged (4d6/crit x2, bronto gun); AL LN; SV Fort +8, Ref
+4, Will +5; Str 15, Con 14, Dex 14, Int 13, Wis 12, Cha 13.
Skills: Drive +5, Handle Animal +6, Intimidate +10,
Knowledge (strategy & tactics) +7, Listen +6, Ride +6, Use
Technical Equipment +6. Feats: Sense of Vulnerability,
Combat Reflexes, Iron Will, Endurance, Improved Initiative.
Possessions: Knife, laser sword, Colt .45 with 1d4+2
cartridges (20 bullets each), Winchester rifle with 1d4+2
cartridges (20 bullets each), bronto gun (8 rounds), cash
$5d8. Most of the militia officers in the Confederate-controlled zone are equipped similarly, save for having sabers
instead of laser swords.
Riflemen, Storm Valley Militia: These are the militia warriors defending Confederate holdings in Storm Valley. All have
had some military training, enough to put them on par with at least
the most recent recruits in the Union Army.
Riflemen, Storm Valley Militia, Confederate Sol1: CR
1; Medium-size Humanoid (6 ft.); HD 1d8; Init +5 (+1 Dex,
+4 Improved Initiative); Spd 30 ft.; AC 16 (+5 flak jacket, +1
Dex); Atk +1 melee (1d4+1/crit 19-20, knife), +1 melee
(1d6/crit 19-20, short sword), +2 ranged (1d10/crit x3, automatic pistol), +2 ranged (1d12/crit x3, Winchester rifle), +2
ranged (3d6/crit x2, shotgun), or +2 ranged (1d6/crit x3,
short bow); AL LN; SV Fort +2, Ref +1, Will +0; Str 12, Con
11, Dex 12, Int 11, Wis 10, Cha 10.
Skills: Drive +5, Intimidate +4, Knowledge (strategy &
tactics) +4, Listen +6, Spot +2, Use Technical Equipment
+4. Feats: Improved Initiative, Alertness.
Possessions: Knife, short sword, short bow (20 arrows),
automatic pistol with 1d4 cartridges (20 bullets each),
Winchester rifle with 1d4 cartridges (20 bullets each), shot-

gun (20 slugs), flak jacket, arrow poison (made from a local
fern root: contact, 12, 1d4 Str/1d4 Str), cash $1d8.

A Brief History
The first expedition to penetrate Storm Valley and return with
some members alive was the Connors Expedition of 2187. Firmly
in command was Union captain Jerrold H. Connors, one of the
few truly adventurous souls in the Union military. In charge of a
mixed party of military personnel, civilian adventurers (two-fisters), and scientists (machinists), he penetrated one of the mountain passes on the southern edge of Storm Valley, which has since
been named Connors Pass in his memory. It was the scientists in
his party who confirmed that Storm Valleys dinosaurs and other
prehistoric creatures were not the same as those of the Main
Valley or of Earth, for that matter.
Connors himself did not survive the expedition; on the trip
home, he was seized and torn apart by a specimen of what his scientists have christened Allosaurus temnonychus (described on
page 13) while conducting a rear-guard action against the beasts
attacking pack. His heroic sacrifice has been shamelessly utilized
by the Union in general and the Cabal in particular to inspire
more adventurous souls to come to Storm Valley and beat the
rebels to the punch in this one valley, at least. A large-scale program of mining, settlement, and dinosaur-training was intended,
but most of these plans have been put on hold due to the problems
at Fort Phil Kearny, which was founded in 2195 and completed
two years later. The work parties suffered heavily from attacking
dinosaurs and other animals, even when protected by armed soldiers, and the forts bad luck continued from there.
Even though the Union has the honor of first exploration, the
Confederacy and the Free Fleet were not far behind. The first lowlevel aerial survey of the valley came in 2190, with a plane piloted by the legendary Confederate pilot William Wild Bill Tucker,
whose recklessness was as famous as his skill with a plane. He
performed several more low-level passes until his ship crashed in
2192; this was apparently in the far northern part of the valley,
where few have gone. The wreck was never discovered, and it is
unknown whether Tucker is dead or alive, though his family of
nouveau riche bankers is willing to pay a small mint to find out.
Another daring aerial penetration of Storm Valleys tempestuous cloud layer came in the same year, in the saucer-like craft
(of alien design) flown by the flamboyant Gautier brothers from
the Free Fleet. The pilot was Lothair Gautier, a man given to
strong drink and loose women. Accompanying him was his scholarly, yet equally colorful, brother Bertrand. A lifelong fan of
author Alexandre Dumas, he let his literary preferences get the
better of him during his zoological studies, as will be seen below,
and often dressed in Renaissance garb at home and in public. He
it was who gave the human race its first detailed study of the various iguanodon species of Storm Valley, including their social system. The Gautier brothers conducted a half-dozen flights, all concentrating on the eastern portions of Storm Valley, and announced

the sighting of a great stone city there in 2194, shortly before their
tragic crash and death.
More adventurous flights followed: Teng Hai-ping of the Free
Fleet was the first pilot to find and describe the petroleum deposits
in the northern part of the valley, on his third flight in 2196. He
only made one more flight that year before crashing, and is presumed lost, along with his ship (which, like that of the Gautier
brothers, was of alien design). The island of Carsonia was discovered by Confederate pilot Tex Carson in 2196; his ship crashed
there on a second expedition in the same year, and the island was
named Carsonia in his memory. (Does anyone else notice a pattern here?) It was another Reb pilot, Cornelius Montgomery,
who carried out a nonstop aerial survey of the Red Mountains for
their entire length in 2197, then died in a crash the next year as he
was attempting a similar survey of the mountains on the northern
border of the valley. (Yes, a definite pattern is emerging.)
There have even been a half-dozen sightings of alien spacecraft of various designs entering the storm clouds above the valley at intervals in 2198. Both the Union and Confederate militaries kept a close watch, but none of them ever came out again.
When the reports leaked out, this led to a flurry of flights into
Storm Valley in an attempt to find the crashed alien craft and
retrieve samples of their advanced technology. So far as is known,
no one has brought anything back, and the only results have been
a further spate of crashes and crash landings. The same scavenger hunt mentality has taken place whenever an advanced
Union or Free Fleet ship has failed to return.
Despite the obvious hazards, brave fools keep attempting to
penetrate Storm Valley by air, some of them even succeeding,
however briefly. The process has now taken on a life of its own,
beyond simple exploration, as every time a ship goes down, there
is the motive for sending a salvage or rescue party after it or its
crew. There are even dark rumors that every time the Confederates
find a crashed ship of one of the more advanced powers, with both
crew members alive and samples of advanced technology intact,
that the technology is promptly stolen and the inconvenient witnesses done away with. Of course, the same rumors are told about
the Free Fleet finding a Union or alien craft, and about the Union
finding alien ships. Nothing has been confirmed, but it is generally accepted by all parties concerned that anyone who flies into
Storm Valley takes his life in his hands when he does so.
The human intrusion into Storm Valley has brought changes
to the dinosaurs and other creatures dwelling there. Many of these
creatures are at least as intelligent as their kin in the Main Valley;
many are smarter by far. As a result, among the beasts in the southern end of the valley, where lies the worst human incursion Fort
Phil Kearny the various species have come to an understanding.
With pterosaurs, small predatory dinosaurs, and other creatures as
intermediaries, the various large predator and prey species have
agreed to a series of temporary truces. Stated briefly, each herd or
pack of dinosaurs in the region takes turns dwelling in the shadow
of Fort Phil Kearny, with no predators attacking the prey species
while they are there. While on duty, the disparate species cooperate against the human interlopers with constant attacks.

This has led to such odd sights as armored dinosaurs (ankylosaurs, ceratopsians, titanosaurs, etc.) spearheading assaults on
Fort Phil Kearny, with their erstwhile enemies the carnosaurs and
raptors advancing behind them under cover of their armored bodies. Capture parties have chased hapless-looking prey species,
such as the various duckbills, only to find themselves repeatedly
drawn into ambushes launched by carnosaurs, ceratopsians,
iguanodonts, and other species well-equipped for battle. There
have been coordinated air-land battles, with dinosaurs and
pterosaurs working together, typically with one side attacking first
to draw the Union troops attention to them, leaving them wide
open to a surprise ground or aerial assault from behind. The forts
biggest nightmare is a massed assault on a cloudy day, when the
men will be unable to see the pterosaurs attacking until it is too
late. Launched in coordination with a massive ground assault by
dinosaurs, it could conceivably take the fort. And yes, the
carnosaurs and pterosaurs did work together on the operation to
poison the forts water supply.
Confederates and other independent parties look on the
repeated Union disasters with a mixture of grimly-satisfied
amusement and apprehension. On the one hand, they are glad their
major enemy is doing so poorly, and at such a heavy cost. On the
other, they realize that the dinosaurs of Storm Valley are gaining
experience in fighting together against human outsiders, a practice
that could just as easily one day be turned against them.

Plot Hooks
1. The characters have at least one skilled aviator or spaceship pilot among them, and they are hired to make an exploration
or supply run of some sort into Storm Valley.
2. The characters must lead or accompany a ground convoy
entering Storm Valley through a mountain pass, dealing with
wildlife, storms, and avalanches (natural and artificial alike).
3. A VIP or the relative of one has gone down in his plane or
spaceship over Storm Valley, and the characters are hired to get in
there by whatever means they can find him, and get him out.
Even if hes dead, it is preferred that his body be removed for a
proper burial.
4. The characters are hired to retrieve a missing explorer, but
what their employer really wants is a piece of high-tech gear, a bit
of treasure, or a family heirloom that the missing man had with
him. It is possible that the employer may have no legal right to the
item; the missing man may have stolen it himself; the characters
may find themselves accused on charges of dealing in stolen merchandise if they come out with it; and the employer may not tell
the characters he is really after the item and not the man, if he constantly wears it or carries it concealed on his person. Both the
missing man and the partys employer could be spies, military
men, criminals, or aliens of some sort.
5. The characters are hired to skirt the mountain ranges surrounding Storm Valley in order to find a new trail leading in. Note
that this could be part of a long-term adventure, with the party

10

constantly searching for, and occasionally finding, new mountain


paths leading in.
6. A machinist, whether a member of the party or an NPC, has
developed a type of energy field which he hopes can be used to
protect aircraft from the severe storms covering the valley. He
wants to try it out, with the characters piloting. If he is wrong, then
he (and the characters) will have to deal with a crash landing and
marooned in Storm Valley scenario. If he succeeds, then everyone and his dog will be after him to steal his secret. When deciding whether or not the thing works, the GM must decide if he
wants to run yet another lost in the wilderness adventure, or one
filled with intrigue, and whether he wants to make it possible to
eventually nullify Storm Valleys near-invincible defenses against
flying machines.
7. Tired of slow and dangerous travel on the ground to enter
Storm Valley, and realizing the extreme dangers of flying over the
mountains to enter by air, an NPC with more imagination and
resources than sense has come up with an intriguing alternative:
Enter the valley by flying below the mountain tops. This entails
much dodging of mountain peaks, making it impossible for any
conventional airplane or rocket ship to accomplish this feat. Thus,
the NPCs and the partys vehicle of choice is a helicopter,
VTOL (Vertical Take-Off and Landing) aircraft, dirigible, or freeflight balloon. (View the film version of Jules Vernes Five
Weeks in a Balloon for ideas on the balloon concept.) Perhaps he
even has access to an alien flying saucer type spaceship that can
hover and move slowly in horizontal flight. There is still the danger of colliding with mountain peaks, and the GM must calculate
the odds for himself after determining how fast the vehicle in
question will be traveling.
The NPC will also make provisions for the crew (including
the characters) to be equipped with long poles, which can be used
to push their craft away from any mountains that air currents or
pilot error cause them to approach too closely. If you can get a
copy of the video version of the Vincent Price movie Master of
the World, based on the Jules Verne tale, there is a scene in the
second half of the film that shows this contingency actually being
put into effect. Even with these precautions, the characters will
still have to put up with hazards such as high winds that can spring
up from nowhere, getting lost (if they go through the Red
Mountains, they will find that all that iron ore will screw up their
compasses), boulders from above (dropped by storms, erosion,
dinosaurs, pterosaurs, and human or alien agents), pterosaurs, and
even dinosaur, human, or alien boarding parties if they get too
close to a cliff conveniently situated to serve as a dropping-off
point. The creature section below gives two dinosaur species that
are particularly good candidates for opposition in any campaign
among the mountains.
If the characters are forced down, the slow speed of their craft
means there is an excellent chance the characters will survive to
reach the ground more-or-less intact, in which case they must navigate Storm Valley on foot.
8. The Union decides that it will succeed in its plans only if it
makes an all-out effort to link Storm Valley with the Main Valley.

Accordingly, a small army heavily staffed with engineers and


demolition experts is detailed to construct a highway through the
mountains, tunneling through any peaks that stand in the way.
This work will, of course, be attacked and sabotaged by the
Confederacy, the local wildlife, and possibly some alien races.
Depending on the partys composition, the characters may be
attempting either to help construct the highway or to block it.
9. The characters (or their employers) hear rumors of a hightech Union, Free Fleet, or alien ship crashing at a certain point in
Storm Valley, and the party is sent out to salvage as much hightech equipment as they possibly can. If you dont want this to be
just another wilderness trek where they only fight animals, then
arrange for one or more other interested parties to find out about
the wreck (including the ships original owners).
10. The characters are sent to prospect in the deserts to the
north to find the best places to sink oil wells, thereby providing
their employer, be he Union or Confederate, with more than sufficient fuel to support any large-scale colonization and industrial
programs in Storm Valley. Once there, they must contend with
thirst, sunstroke, and the attentions of the wildlife of Storm
Valleys deserts.
11. Similar to the previous hook, except that here, the exploration is being done by another outfit, and the partys employer
sends the characters to spy on, and hopefully sabotage, their
efforts.
12. The characters are sent to learn the secrets of that massive
stone city in the eastern portion of Storm Valley and come back
alive with the information.
13. Someone else was sent to learn the secrets of the aforementioned city, and now the characters must go in to find out what
happened to him, rescuing him if at all possible, and preferably
finishing his original mission as well.
14. The characters themselves are captured by the dinosaurs
who rule the city, and must spend all their time between gladiatorial combats plotting a means of escape. Note that if there are any
bronco riders or (preferably) wild ones in the party, they may
communicate with the dinosaurs that are also held prisoner there
and attempt a mass escape and/or a general uprising a la
Spartacus.
15. With one or more wild ones among their ranks, the party
must assemble an alliance from the various dinosaur families,
herds, and packs in the eastern portion of Storm Valley to march
on the therizinosaur city and put an end to it, or at least convince
its rulers to leave everyone alone.
16. The characters, if they are Union military personnel, are
transferred to Fort Phil Kearny, where they must spend their time
struggling to survive against odds that grow worse with every
passing day.
17. This scenario starts out like the previous one, save that
this time, the characters find out in advance about both their
impending transfer and the true conditions at Fort Phil Kearny.
Thus, it starts out with role-playing and intrigue, as your players
do everything they can to prevent their characters from being sacrificed in the hopeless struggle around the fort. This can range

from pleading, to pulling strings if they have friends in high


places, to breaking into headquarters and modifying the records so
they get sent somewhere else or nowhere at all, all the way to
desertion, in which case they will spend the rest of the campaign
with a price on their heads. (Hey, its still better than serving at
Fort Phil Kearny.)
If they fail, and only then, they get sent to the fort. After that,
its the same as in the scenario above, save that they have the
added disadvantage of a cloud over their heads due to their efforts
to get out, which will not endear them to Major Folly. In fact,
since newly-arrived troops wont have had time to forge firm
bonds with the older members of the garrison, he might just
decide to send them out all the time for example, making them
permanent members of the daily water run.
18. The characters are not military personnel, but they get
sent to the fort for some reason or other (perhaps as escorts for
some civilian big shot, possibly even a member of the Cabal).
Their pay depends on fighting their way through to the fort and
then back again, both times with their charge in tow.
19. Once the characters arrive at Fort Phil Kearny (for any
reason), one or more soldiers there who are desperately trying to
escape attempt to persuade them to provide aid. It helps if at least
one of the would-be deserters comes from a relatively privileged
family, whether its one with money, connections, or both.
Perhaps one relative is a member of the Unions military-industrial complex, and could provide helpful characters with a limitless
supply of top-grade Union military and other gear. Conversely, the
soldier could be able to trade a valuable family keepsake (class,
engagement, or wedding rings are good examples of this).
20. This one is like the last scenario, except that after or
during the escape attempt, the characters learn that their buddy
isnt so well-endowed as he claims, and in fact is flat-out lying to
literally save his skin. This can lead to a long-lasting adventure in
itself, as the characters chase him all over Cretasus, trying to get
him to pay up, one way or another.
21. The characters are Union military personnel who are not
necessarily slated to serve as part of the garrison at Fort Phil
Kearny, but must still lead or take part in a large-scale operation
to reinforce or relieve it. This scenario has the potential for a
pitched battle in the jungle between large numbers of Union
troops and a mixed bag of the dinosaurs of Storm Valley, all
together in their crude alliance.
22. The characters are either Confederate military personnel
or mercenaries in Confederate pay. They are charged to do what
they can to sabotage the Unions efforts to maintain Fort Phil
Kearny, to the point of leading Confederate troops in an assault
against the fort, possibly in conjunction with the local dinosaurs.
23. The party consists mostly or entirely of wild ones, who
have come to Storm Valley on their own account to assist the
dinosaurs in their struggle against the Union, possibly bringing in
high-tech gear to aid in the fight.
24. Here the characters are Confederate emissaries, with one
or more wild ones in tow, sent to deliberately forge an alliance
between the Confederacy and the dinosaur clans besieging Fort

11

Phil Kearny.
25. This is the Alamo/Rorkes Drift scenario, depending on
the outcome. The inevitable finally happens, and dozens, hundreds, or even thousands of dinosaurs converge upon the fort, possibly with alien or Confederate allies and equipment, to take part
in the final assault. Remember that the fort is far too large to be
properly defended by a garrison of 1000 men or (probably) less.
Unless your players can pull a rabbit out of their hats, or if theyre
tired of their current characters or serving the Union, this gives
everyone the opportunity to take part in a glorious last stand.
Trying to prop up the gates as they stagger upon the repeated
impacts of ceratopsians or giant sauropods; fighting off mass
assaults on the walls with one hand tied behind their backs, as they
suffer from or at least keep watch for pterosaur aerial assaults
that take them from behind; dealing with pterosaurs as they drop
into the fort, not merely log and boulder bombs, but also smaller but still deadly dinosaurs; seeing giant sauropods deliberately
stand up against the fortress walls and let large carnosaurs scramble over them to drop inside; dealing with a rapidly-shrinking supply of ammunition and fellow soldiers: this is the stuff of epics.
26. Union spies and/or saboteurs are sent into the
Confederate-controlled zone to disrupt mining operations and the
ongoing industrial buildup. Depending on their origins, the characters may be taking part in this operation or trying to foil it.
27. A pack of carnivorous dinosaurs or one giant beast has
made a habit of attacking the convoys taking ore and supplies to
and from the mining camps and industrial towns, and the characters must slay them or it. If the Union is somehow involved as
well, they may find themselves with far more than they bargained
for.
28. Miners have been making the rounds of the mining
camps, claiming Theres gold in them thar hills! and in such
abundance that it could turn a divisions worth of men into millionaires. Whether this is true or not the miners may be Union
agents provocateur the characters have to help the Confederate
authorities keep their own miners on the job, instead of deserting

12

en masse in the hope of becoming rich and disrupting the flow of


iron and copper ore to the industrial towns.
29. When the miners make their announcement from the scenario above, the characters themselves take off for the hills to see
if its true. It may well be true, or it could be a Union ploy, a hoax,
or something even more sinister. For example, the miners may
have found enough gold for themselves to get rich on, but it is in
territory controlled by one or more huge carnosaurs. After using a
wild one or small dinosaur as a go-between during negotiations,
the unethical miners struck a deal with the carnosaurs: If the latter will let them work in peace, theyll spread rumors that will
bring other tasty humans flocking into the neighborhood in large
numbers, more than sufficient to sate the dinosaurs hunger.
30. Someone is attacking Union troops with poisoned arrows
and making it look like the Confederate militias did it. The characters must find out who is responsible and stop it, before these
incidents trigger a full-scale colonial war and assault on the
Confederate zone. In this scenario, the villains may be intelligent
dinosaurs, aliens, human criminals or other troublemakers, or
even agents employed by the Cabal.
31. The leader of a caravan using Main Valley dinosaurs as
pack animals and mounts has reported some unsettling news. On
their last trip, they suffered an unprovoked attack by a Storm
Valley dinosaur, possibly even a herbivore such as a sauropod or
ceratopsian. Their attackers skin was in constant motion from
what seemed to be severe nervous convulsions, and it showed
what seemed to be insane viciousness when it attacked. After that,
the convoys own dinosaurs, one by one, began showing similar
symptoms and rebelling against their masters, even attacking one
another. It is feared that this is caused by a disease indigenous to
Storm Valley, but perfectly communicable to dinosaurs from the
Main Valley: one that affects dinosaurs and reptiles in general as
rabies affects mammals. If it spreads, particularly if the Union
finds out about it, then Confederate efforts to use trained
dinosaurs in the military and the general economy may be doomed
to a bloody failure.

Chapter 2: New Creatures


Because Storm Valley is just now being explored and exploited, none of the animals listed below have been captured long
enough to be domesticated. We have thus not listed DCs for training these beasts. The standard rule (from the Handle Animal skill
description in the PHB) is a DC of 20 + the animals HD. This can
be modified at the GMs discretion according to the creatures
temperament.
As noted in the Broncosaurus Rex Core Rulebook, we treat
dinosaurs as type animal, not beast as in the core d20 rules.
Nevertheless, we have given our dinosaurs the hit dice of beasts
(d10), not animals (d8), to conform to previously published d20
stats for dinosaurs. A T-rex on Cretasus shouldnt be any less
tough than a T-rex in another d20 game just because one is an animal and the other is a beast!
You may notice one other inconsistency in our stat blocks: we
do not always apply Str bonuses evenly across all of an animals
attacks. Str bonuses are applied based on how the creatures muscular system works. Many large herbivores have strong legs and
bodies, but their jaws are quite weak. In game terms, the creatures
Str bonus should not apply to its bite. Or, for a more dramatic
example, consider the T-rex. The muscles in a T-rexs jaw and
neck are much more powerful than the muscles in its arms. Some
paleontologists conjecture that T-rexs arms could only lift 50
pounds! The legendary crushing power of the T-rexs jaws makes
it obvious that there are two Str stats at work here: one for the
jaws, and one for the arms. This relevant muscular group
approach to Str bonuses is why some Broncosaurus Rex dinosaurs
do not have Str bonuses applied evenly to all of their attacks.

ALLOSAURUS TEMNONYCHUS
(CLAW CUTTER)

Skills:

Allosaurus temnonychus
Huge Animal
18d10+90 (189 hp)
+2 (Dex)
50 ft.
15 (-2 size, +2 Dex, +5 natural)
Claws +19 melee, bite +14 melee
Claws 4d8+13, bite 3d8+11
15 ft. by 15 ft./15 ft.
Improved grab, swallow whole
Scent
Fort +16, Ref +13, Will +10
Str 27, Dex 15, Con 20,
Int 12, Wis 19, Cha 14
Listen +10, Spot +14, Wilderness Lore +5

Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:

Warm forest, hill, plains, and marsh


Solitary, pair, or pack (4-8)
8
Standard
Neutral
19-36 HD (Gargantuan)

Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:

Allosaurus temnonychus (the cutting claw) gets its name


from the massive foot-long claws on each of its forelimbs. These
claws, allied to massively powerful arm muscles among the
most powerful of any carnivorous dinosaur do terrible damage,
even more than the great jaws. Even worse from the standpoint of
human explorers is the fact that allosaurus temnonychus is the
allosaur species most likely to attack without warning or compassion. This follows the trend set by their weaker, yet still-powerful
relative A. cenovenator, leading to the unpleasant conclusion that
the stronger the allosaur species is (and thus more able to enforce
its demands and achieve its desires on its own), the less likely it is
to reason with others. To those who know only the allosaurs of the
Main Valley, this is a depressing and alarming commentary on
allosaur psychology, but it seems to fit the facts.

SOCIETY
A. temnonychus is considerably more organized than its lessadvanced relatives, frequently employing pack-hunting tactics

13

against larger and more dangerous herbivores. In fact, even in the short space of time
humans have been observing them, there have
been many known cases of separate packs temporarily uniting to join forces against a particularly dangerous opponent, such as a herd of giant
sauropods, ceratopsians, or armored dinosaurs, a
pack or family group of a larger carnosaur species,
or the human intruders into Storm Valley. It was an
alliance of two separate packs of this carnosaur
species that slew Jerrold Connors and a third of his
men when they conducted their desperate rearguard
action to let the partys scientists get away with the
knowledge they had gained. This species of allosaur is
one of the prime movers of the siege of Fort Phil
Kearny, and one of the most feared by those Union
soldiers unfortunate enough to be stationed there.

COMBAT
Unlike all other allosaur species, A. temnonychus
actually inflicts more damage with the claws on its powerful forearms than with its bite, although this is still a
potent weapon in itself. When fighting larger dinosaurs, particularly prey species like the sauropods, the carnosaur will bite
the victim first, then strike the wound with both clawed forelimbs in an attempt to widen it. Most ominously for human
intruders in the region, the species actually seems to glory in combat. Although it still scavenges when a good opportunity arises, it
seems to do so without enthusiasm.
Improved Grab (Ex): An allosaur that hits a Medium-size or
smaller creature with its bite attack may grab them. It may then
attempt to swallow them whole.
Swallow Whole (Ex): An allosaur can swallow a Medium-size
or smaller creature with a successful grapple check. Swallowed
creatures take 2d8+8 points of crushing damage plus 8 points of
acid damage per round. A swallowed creature may cut itself out by
using Small or Tiny slashing weapons to deal 25 points of damage
to the allosaurs innards (AC 20).

14

ANKYLOSAURUS PELTASPINOS (SPINYDILLO)

Hit Dice:
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Ankylosaurus peltaspinos
Gargantuan Animal
20d10+160 (270 hp)
-2 (Dex)
20 ft.
18 (-4 size, -2 Dex, +14 natural)
Tail club +20 melee
Tail club 5d6+9/crit 18-20
15 ft. by 25 ft./20 ft.
Target Ankles, Spines
Scent, Defensive Crouch
Fort +20, Ref +4, Will +6
Str 28, Dex 7, Con 27,
Int 6, Wis 9, Cha 13
Listen +4, Spot +4
Power Attack, Cleave, Great
Cleave
Desert, plains, forest, riverbanks
Small herds (6-8)
8
Standard
Neutral
21-25 HD (Gargantuan)

Ankylosaurus peltaspinos is a larger and more


lethally adorned version of the regular ankylosaurus. With
a maximum length of 40 feet, its most noticeable feature
is the vast array of foot-long spines covering its carapace. The entire carapace is separated into little bony
squares, and each square has a spine coming out of the
center.

SOCIETY
With increased power comes increased aggressiveness. This
old adage holds true for herbivores as well as carnivores, as the
plant-eating neighbors of Ankylosaurus peltaspinos can testify. As
with their less advanced relatives, they will drive all rival herbivores out of a
good grazing area, in addition to all large carnivores (and even Medium-size and
smaller carnivores during the breeding season, when young animals are about).
Matriarchal as all ankylosaur herds, they nevertheless see some spectacular tail-club duels
at the start of the mating season, as the males compete for the favors of the females.
Their herds wander constantly, but will settle down in one spot the lushest grazing spot they can find when it is time to breed.
The choice of where to settle is decided entirely by the areas ability to support the herd for a prolonged period of time, and although
the lusher regions get more than their fair share of attention, they will be dropped without regret if a prolonged drought or blight spoils
them. From half-a-dozen to a dozen eggs are laid by each female, with roughly half of each clutch living to maturity an unusually
high proportion, due primarily to the increased care the herd takes in driving out potential predators (including the PCs).

COMBAT
These creatures fight as do all of their kind, crouching low to the ground so as to protect their vulnerable bellies, then lashing out
with their tail clubs. When multiple foes of relatively small size are about, such as humans or raptors, they will often mow down num-

15

bers of them at a time with a single tail slap, courtesy of the Great
Cleave feat.
Spines (Ex): The spines on the carapace of Ankylosaurus
peltaspinos (spiny shield) are an extra protection. Any creature
that comes into physical contact with the creature takes 1d8 points
of damage, which can be avoided with a Reflex save (DC 14).
Any attack made with a reach of 5 ft. or less (whether a natural
attack or a melee weapon) counts as coming into physical contact.
Ranged weapons and weapons with reach avoid the spines. The
spine damage is a recurring attack even if you make a Reflex
save one round, you still need to make another one on the next
round.
Defensive Crouch (Ex): An ankylosaurus feeling defensive
can crouch, tuck its head in and draw its legs up beneath its body.
This minimizes the already few vulnerable areas and grants a +6
circumstance bonus to AC. When crouched as such, the ankylosaurus cannot move or attack. Ankylosaurs generally do this
only when injured or facing overwhelming odds. Only a handful
of specialized long-armed predators can successfully attack them
when they are crouched.

Target Ankles (Ex): Ankylosaurs always aim for their


enemys ankles. For a creature so low to the ground, this is its best
defense against large theropods. All ankylosaurus attacks have a
threat range of 18-20. On any critical hit, the ankylosaur scores
double damage, and the target must make a Fortitude save (DC
18) or have its leg broken. A target with a broken leg cannot run,
moves at half speed and is considered flat-footed at all times.

BYPRODUCTS
As with the original Ankylosaurus, the main value of A.
peltaspinos is its heavy armor, which can be used to provide
defensive armor for domesticated dinosaurs, be they cargo-hauling brachiosaurs or the smaller and more aggressive beasts ridden
by the Dino Riders. If properly cured, the hide can convey its
spiny protection to the bearer.

ANOPLOTOPS FEROX
(PARROTBEAK)

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Anoplotops ferox
Huge Animal
17d10+119 (213 hp)
-1 (Dex)
30 ft.
11 (-2 size, -1 Dex, +4 natural)
Bite +20 melee
Bite 3d8+11
10 ft. by 20 ft./10 ft.
Armor crush, trample
Scent
Fort +17, Ref +5, Will +6
Str 20, Dex 9, Con 25,
Int 6, Wis 12, Cha 7
Listen +12, Spot +10
Warm forest, hill, and plains
Solitary or herd (10-50, 20% young)
7
None
Lawful neutral
18-34 HD (Gargantuan),
35-52 HD (Colossal)

This slate-gray animal is a living paradox: a horned


dinosaur without horns. Not only that, but this 35 foot long
beast also lacks the bony frill owned by virtually all other
ceratopsians. By way of compensation, it has a massive parrotlike beak, which can crush bones and tree trunks (its favorite
food) with equal ease.

SOCIETY
Anoplotops ferox roams in sizeable herds run by a matriarchy. It is almost unique among ceratopsians in that the males do

16

not fight for the females favors at the breeding season. Instead,
each male has a type of musk gland that gives off a pungent odor,
subtly different for each individual. The females of the herd sniff
over their suitors, selecting the one whose smell they like the best.
In almost all other ways, their behavior conforms to that of
Cretasus ceratopsians in general: migrating along regular routes,
petitioning would-be herd members, and so on. They tend to get
along well with all other herbivores, at least as long as there is
enough grazing and water for all, but the males aggressively rush
any carnivores that venture too near the herd. If they encounter a
creature never seen before, such as a human, they assume the
worst for safetys sake, and take an attitude of charge first, ask
questions later.

COMBAT
Anoplotops ferox standard attack is to rush at a predator and
bite it with its massive beak, aiming primarily for the hind legs
when the enemy is a carnosaur. One reason they are so aggressive
is their lack of body armor; they cannot afford to be passive in the
face of a potential threat. Aside from the standard bite, they have
two special attacks:
Armor Crush (Ex): The massive beak of this ceratopsian is
literally like that of a giant parrot, and works like a nutcracker.
This is good for splintering tree trunks, and it has an added value
now that humans with armor are invading Storm Valley. So suitable is the beak of this creature for cracking hard items that any
opponent with non-natural armor (such as a Union Ironclad or an
infantryman with a flak jacket) receives only one-half the benefits
of his armor bonus to Armor Class, rounding down when necessary. Thus, a soldier wearing riot gear (normally +6) receives only
a +3 bonus to AC. Energy armor and Dexterity bonuses are not
affected.
Moreover, the suit of armor will be quickly ruined as it is split
open by the creatures bites. After each successful hit, the armors
bonus is halved, rounding down, until it reaches +0 and is utterly
destroyed. For example, the aforementioned riot gear would offer
only a +1 bonus after the first hit, and would be ruined thereafter.
All subsequent attacks of any sort will be made on a totally
defenseless victim so far as armor bonuses are concerned.
Trample (Ex): A. ferox can trample creatures of Medium
size or smaller, inflicting 2d12+10 points of damage. The intended victim can attempt to halve this damage by making a Reflex
save (DC 23), assuming he is willing to forgo an attack of opportunity.

BYPRODUCTS
Aside from anoplotops flesh being a delicacy (the pink meat
is something like smoked turkey in flavor), the scent emitted from
the male musk glands is not unpleasant to human nostrils, and in
fact is now in great demand as an ingredient for mens cologne. A
single vial (equivalent to a vial of antitoxin in size) filled with this
musk is valued at $500. The scent is so strong that a little bit goes
a long way the creatures musk glands contain enough musk at

one time to fill ten such vials. Of course, one must kill the animal
to remove the musk, and the herd members do tend to stick together in the event of attack...

AUBLYSODON OROGRADIOR
(MOUNTAIN WALKER, ROCK
MONSTER, STONE DROPPER)

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Aublysodon orogradior
Huge Animal
14d10+42 (119 hp)
+4 (Dex)
30 ft., climb 15 ft.
20 (-2 size, +4 Dex, +8 natural)
Bite +13 melee, claws +3 melee
Bite 2d8+6, claws 1d4
10 ft. by 10 ft./10 ft.
Start avalanche
Fall safely, scent
Fort +11, Ref +12, Will +5
Str 22, Dex 18, Con 17,
Int 10, Wis 13, Cha 10
Climb +22*, Jump +6, Hide +6, Listen +4,
Spot +11
Hills, mountains
Solitary, family (2-4), or pack (5-16)
6
Standard
Lawful neutral
15-28 HD (Gargantuan)

Aublysodon orogradior is a mountain walking descendant


of the original tyrannosaur relative Aublysodon: a relatively small
animal (roughly 20 feet long) with a sharply-pointed snout that
gives its head a triangular profile. Its rock-climbing skills are far
greater than those of its ancestor. The species has as its natural
habitat the entire chain of mountains that rings Storm Valley
round, giving it the nickname of the guardian of the valley.
Virtually no one can enter Storm Valley by land without having at least a single encounter with one or more of these predators.
Given the high rate of airplane crashes, theres a good chance that
even fliers will encounter them in the end. They roam the rocky
slopes of the mountains, preying on lizards, snakes, pterosaurs
and their eggs, raptors and other small predators, and several
species of hypsilophodonts which roam the same area like bighorn
sheep and mountain goats.

SOCIETY
Although the scarcity of prey on the mountainsides often
forces these aublysodonts to hunt alone, they have absolutely no
trouble with working together when necessary to bring down larg-

17

er game or a herd of small creatures. Family bonds are


strong, with the young from one generation often hanging
around to help raise their siblings from the next, and many
packs are actually an extended family of three or more generations.
Cooperation between packs is common, with relatively
bloodless ritual combat between pack leaders as a means to
determine which pack must move on when there is a shortage of prey. When large game such as sauropods moves
beside a mountain or through the passes, several packs may
combine to bring it down, and the same goes for herds or
other large bodies of smaller creatures, including humans.
Aublysodon orogradior, more than any other dinosaur
species, is responsible for choking off the flood of Union
reinforcements through the mountain passes bound for Fort
Phil Kearny.

COMBAT
Aublysodon orogradior fights with its powerful jaws and
clawed forearms. How it gets at the enemy to launch this
attack varies. It can climb the mountain slopes easily enough
to chase down or corner small and agile prey, or wait in
ambush among the rocks. When large or smaller-sized prey
moves singly down a mountain pass, a lone predator will
stand to one side of the trail at some point where it widens
out, and two or more may wait thus along both sides in the
advent of tougher prey. Although its jumping ability is average, its feet are heavily cushioned with muscle to ease the
impact of a fall, and these carnosaurs often gather on the
rocks above prey and then drop down among them, making
an effective defense virtually impossible.
Fall Safely (Ex): Aublysodon orogradior takes no damage from the first 30 ft. of any fall. It treats the next 30 ft. as
subdual damage. Only after falling more than 60 ft. does it
begin to take normal damage.
Start Avalanche (Ex): A favorite tactic of these creatures is to use their semi-grasping forepaws to shovel loose mountainside rubble in order to start an avalanche. A single A. orogradior can start an avalanche with 2d6 rounds of clawing. For each additional rock
monster involved, reduce the time required by 1 round.
Creatures below may notice pebbles and loose stones falling before the avalanche begins (Spot check, DC 14). The avalanche has
a range of 500 ft. downhill. The bury zone is a cone 200 ft. wide at its bottom; the slide zone is the rest of the area.
The avalanche causes the same damage as indicated in the DMG: 8d6 points of damage in the bury zone or half that with a successful Reflex saving throw (DC 15), and survivors are pinned; 3d6 in the slide zone, or no damage with a successful Reflex saving
throw (DC 15), with survivors pinned only if they dont save. Pinned characters take 1d6 points of subdual damage per minute while
pinned. If a pinned character falls unconscious, he must make a Constitution check (DC 15) or take 1d6 points of normal damage each
minute thereafter until freed or dead.
The aublysodonts have to dig a while to recover their prey when using this tactic, but what the heck; the prey isnt going anywhere.
Retaliation is difficult, as these carnosaurs have proven themselves to be quite adept at taking cover when attacked with ranged
weapons.
Skills: *Aublysodon orogradior receives a +10 racial bonus to Climb checks.

BYPRODUCTS
When the springy muscles of the hind feet are preserved, they can be used to fill a pillow and provide a most comfortable head
rest. One foots worth fills a small pillow, two a large one; each foot goes for $80 on the open market.

18

AVIMIMUS STRUTHIOIDES
(TORTURE BIRD)

Skills:

Avimimus struthioides
Large Animal
5d10+15 (43 hp)
+3 (Dex)
60 ft.
14 (+3 Dex, +2 natural, -1 size)
Bite +6 melee, 2 claws +1 melee
Bite 1d10+8, 2 claws 1d3
5 ft. by 10 ft./10 ft.
Combination attack
Fort +7, Ref +7, Will +3
Str 18, Dex 16, Con 16,
Int 5, Wis 14, Cha 8
Listen +4, Spot +8

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Desert, warm forest or plains


Solitary, family (2-4), or pack (5-20)
2
Standard
Lawful evil
6-8 HD (Large)

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Avimimus struithioides (the ostrich-shaped bird mimic) is


a 15 ft. long descendant of the original dinosaur Avimimus, which
was smaller than a man. It is built somewhat like ornitholestes, but
with the beaked head of a bird, downy feathers covering its torso,
and larger feathers adorning its arms and forming a crest on the
back of the head. The Cretasus version has the ordinary birds
beak replaced by the hooked raptoral beak of a bird of prey.
Unlike its omnivorous ancestor, this creature is a pure carnivore, using its speed and agility to run down creatures far weaker
than it, which it will (when opportunity provides) kill as slowly
and cruelly as possible. Cretasus veterans say it has the cruelty of
a ceratosaur and the intelligence and organizational ability of
ornitholestes: a bad combination, indeed.

SOCIETY
These creatures tend to be solitary hunters throughout much
of their range, which is usually desert or plains. When there is
enough game available to support them in greater numbers, or
when they must combine because the only prey is too powerful for
one of them to handle, they hunt in small family groups of a halfdozen or more, or even in large packs. They realize quite well, it
seems, that strength of numbers will give them more food and
more opportunities for torture than a solo act will. On the plus
side, they mate for life, and will not seek a new mate if the old one
is killed.
They use their speed and agility in place of brute strength, not
only on the hunt, but also in settling differences among one another, either engaging in a simple foot race or performing an intricate

dance (which is also used to attract females during the mating season). Young animals stay with their parents until they are fully
grown, unless the region they occupy is so barren of food that they
have to leave early to find their own hunting grounds.

COMBAT
When tackling prey of Medium-size or larger, Avimimus
struthioides fights primarily with vicious slashes from its wickedly-hooked beak in a series of hit-and-run attacks. Smaller creatures are, of course, simply snapped up, or played with first when
there is time. The claws tend to come into use only if the creature
is surprised and forced to struggle at close quarters with no room
to maneuver, or as supplemental weapons once the victim is
bleeding heavily and unable to react to attacks as swiftly as
before. Then the avimimid will launch three attacks on a single
spot, first tearing a wound out with the hooked beak, then using
the clawed forepaws to widen it, adding to the damage. Against a
totally helpless victim, the creature will draw out this prospect
beyond all reasonable time, seeming to enjoy the death agonies of
helpless prey. Any PC who gets caught in a bad way by one or
more of these creatures when he is unable to fight back would be
well-advised to save the last bullet for himself.
Fortunately, the forepaws of these creatures are not nimble
enough to use captured human or alien weaponry. However, the
dinosaurs still like to collect them, as well as anything else that
captures their attention, as they have a definite pack rat mentality.
Needless to say, this does nothing to endear them to the explorers
and settlers of Storm Valley, particularly as they have been known

19

to trade weapons to dinosaurs that can use them in exchange for


food or pretty items such as gemstones or gold nuggets.
Combination Attack (Ex): If the avimimid succeeds in a
bite attack by a margin of 5 or more (e.g., if it rolls 18 or better
against an opponent with AC 13), it may immediately follow up
with its two claw attacks on the exact same spot. When used in
such a combination, the claw
attacks are made at the same
attack bonus as the bite and
inflict an extra +2 damage
per claw.

BYPRODUCTS
The sharp-hooked beak of
Avimimus struthioides is eight inches
in length, making a good
dagger which can be sold
for $80. Its claws make
smaller daggers, with a
complete set worth $40. Aside
from this, there are no items of value
to be gained from killing them, other than
the treasure they may have gathered. Given
their cruelty and intelligence, it is obvious that
training them, even while young, would be a
waste of time. However, anyone who has seen
them kill will readily agree that killing them is
its own reward.

CARNOCORNUS MEGALOCORNUS (BLACKHORN)

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Carnocornus megalocornus
Huge Animal
15d10+60 (143 hp)
+1 (Dex)
50 ft.
13 (-2 size,
+1 Dex, +4
natural)
Gore +16
melee, bite
+11 melee,
claws +2 melee
Gore 2d8+9, bite 1d8+7, claws 1d4
10 ft. by 10 ft./15 ft.
Charging gore
Scent
Fort +13, Ref +9, Will +7
Str 24, Dex 13, Con 18,
Int 6, Wis 15, Cha 12
Listen +12, Spot +5

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Warm forest, plains, and desert


Solitary or family (1-2 adults, 1-4 young)
7
Standard
Chaotic neutral
16-30 HD (Gargantuan)

Carnocornus megalocornus (large-horned


flesh horn) is a descendant of the original
carnosaur carnotaurus (flesh bull),
whose head was adorned with a pair of
large horns. In its descendant, however, these horns and longer and
sharper (7 feet long!), and are in
fact used as an offensive
weapon. The horns are
a shiny black in color,
offsetting the creatures
light green back and pale
yellow belly.
Carnocornus is a carnivore,
but it shares some qualities
with large horned herbivores
like bulls and rhinos, most
notably an irritable disposition
and a tendency to charge anything that comes too close,
whether its hungry or not.

SOCIETY
These carnosaurs are solitary
hunters for the most part. They
roam the forests, plains, and
deserts of Storm Valley in search
of prey, only coming together
during the mating season. At
this time, opposing males will
step up to one another and
carefully lock their horns
together, after which they
engage in a shoving match. The sharp horns
are far too dangerous to be used in outright
ramming attacks. The stronger male wins the
fight and a mate. The male may or may not stay with
the female to help tend the young; if not, she can do the job quite
well on her own.
All rival predators are driven out of Carnocornus territory by
the points of its horns. The only exceptions are others of its kind,
in which case the interlocked-horn shoving match comes into play
again. This species is not very bright compared to, say, the
allosaurs, but its instincts allow it to keep destructive combat
between members of its own kind to the absolute minimum.

COMBAT
Like its ancestor Carnotaurus, Carnocornus has surprisingly
weak jaws for such a large animal, as well as the typically weak
forepaws of most carnosaurs, and this is reflected in the damage
stats. As a result, it tends to rely primarily on its sharp horns for
combat, whether fighting off an enemy or bringing down large
prey.
Charging Gore (Ex): The carnosaur will stand off from its
target at a distance, and then deliver a high-speed charge that ends
with the victim impaled on its huge horns. If Carnocornus moves
its full speed before an attack, the gore inflicts double damage. If
the victim foregoes attacks of opportunity, it may attempt a Reflex
save (DC 16, not inclusive of the 2 penalty noted below) to take
half damage (assume only one horn of the pair actually hits the
target).
Like the Cape buffalo of Earth, Carnocornus keeps its head
raised and its eyes on the target for the entire charge, lowering its
head to gore only at the last moment. Because of this, all opponents facing a charge have a -2 penalty to their Reflex save when
trying to evade this charge.

BYPRODUCTS
The massively-horned head of Carnocornus would be a
prized addition to any big-game hunters trophy collection, so
safaris to hunt these creatures down are becoming more common.
They have some competition from pharmacists, however, for the
material these horns are composed of is a powerful stimulant.
When ground into powder and ingested, an ounces worth of this
material will provide a +1 enhancement bonus to Strength for 4d6
hours. A single horn is thus worth $1,200, and a normal pair
$2,400.
Despite these creatures vicious reputation, some people are
willing to pay $200 for one of their eggs. It is suspected that any
captive Carnocornus thus obtained and raised would not be truly
domesticated, but merely kept in a compound next to some facility that is valuable and needs special protection, such as a military
research center.

CERATOPS SUSOIDES (PIG BEAK,


TUSKER)

Skills:

Ceratops susoides
Medium Animal
3d10+15 (32 hp)
+0 (Dex)
30 ft.
18 front (+8 natural),
13 sides and back (+3 natural)
Bite +5 melee
Bite 1d6+7
5 ft. by 5 ft./5 ft.
Gore
Scent, resistance to poison
Fort +8, Ref +1, Will +7
Str 17, Dex 10, Con 20,
Int 6, Wis 12, Cha 13
Listen +7, Spot +6, Wilderness Lore +3

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Organization:
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Treasure:
Alignment:
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Any land
Solitary, or herd (2-16)
2
Standard
Always neutral
4-6 HD (Medium)

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Ceratops susoides (pig-shaped horn face) is a small ceratopsian dinosaur, in size not much different from protoceratops,
but far less intelligent. In fact, this small (though it weighs from
100-200 pounds) animal is the dinosaur equivalent of a wild boar,
peccary, or warthog. It has a short bony frill and a relatively small
beak, from which protrude tusks at least 5 inches in length. These
tusks are used both as a weapon and as a tool for digging up roots,
grubs, and worms, for this particular ceratopsian has evolved an
omnivorous diet. It also eats carrion when it can get it, and expeditions into Storm Valley have more than once gone through the
inconvenience to say the least of having this animal raid their
food stores.

SOCIETY
Ceratops susoides roams alone, in small family groups of one
or two adults and up to four young, or even herds of up to sixteen
animals. Because it has adopted the omnivorous lifestyle of the
pig, it has proven itself to be one of the most versatile of
dinosaurs, being equally at home in jungles, forests, plains,
deserts, marshes, hills, and mountains. It can eat anything, and is
relatively small as dinosaurs go, so there is little or no competition
or hostility between different herds if they run into each other in
the course of foraging expeditions. If the low-growing fruits are
eaten, they can dig up roots. If those are eaten, they can eat mushrooms and other plants. And if those are gone, they can root
around for grubs and worms, or run down and kill small animals,

21

or find the eggs of creatures that nest on or near the ground, or even scavenge from dead bodies. Something is always available.
By contrast, if nearby creatures appear to be even a potential threat, the adults of the herd will drive them out at once if it is within their power to do so. If not, as would be the case if a giant carnosaur appeared, the entire herd will withdraw as swiftly and silently
as possible. In case of attack by an unstoppable opponent, the entire herd will separate and scatter to all points of the compass, reuniting later with a combination of body odor and high-pitched grunts that only their own kind can hear.

COMBAT
For its size, Ceratops susoides is a fierce fighter, snapping at the enemy with its powerful beak. It can also use its tusks in combat,
and has other powers as well.
Gore (Ex): When fighting an enemy head-on, Ceratops susoides can gore and rip with its sharp tusks. This gore attack is +7 melee
and does 2d6+9 points of damage, but can only be used against a single opponent directly in front of the Ceratops susoides. If the creature makes a gore attack, it may not bite.
Resistance to Poison (Ex): Another thing this creature shares with the pigs it resembles is a strong resistance to poisons.
Whenever the animal is hit with a poison-based attack, it only suffers half damage. If it makes its saving throw, it suffers
no damage at all. If the poison causes nausea, unconsciousness, or the like instead of physical damage, then a failed save
halves the duration.

BYPRODUCTS
The flesh of Ceratops susoides is a gourmets delight, making it a frequently-hunted animal. Given its tendency to eat anything it finds, it will also no
doubt be hunted as a nuisance to be exterminated once farming begins in
Storm Valley. The tusks make suitable daggers, costing $20 apiece.
Its intact hide may also be sold for about $30. These creatures
apparently prefer privacy when they mate, heading for the thickest brush or other cover available. As a result, no one knows
whether they lay eggs or produce young via live birth.
Either a new-born youngster or an egg, however, would
net anyone who brought one in about $20.

22

CETIOCROCODYLUS THALASSOS
(OCEAN TOOTH)

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Cetiocrocodylus thalassos
Gargantuan Animal (Aquatic)
12d8+54 (138 hp)
+1 (Dex)
10 ft., swim 40 ft.
16 (-4 size, +1 Dex, +9 natural)
Bite +17 melee, tail slap +12 melee
Bite 4d6+12, tail slap 1d8+6
30 ft. by 50 ft./20 ft.
Improved grab, swallow whole
Land vulnerability
Fort +15, Ref +9, Will +6
Str 35, Dex 13, Con 24,
Int 5, Wis 15, Cha 7
Listen +12, Spot +14
Warm aquatic
Solitary
6
None
Chaotic evil
13-18 HD (Gargantuan),
19-36 HD (Colossal)

Cetiocrocodylus thalassos, the marine whale crocodile, is


the largest of the prehistoric sea-going crocodiles, or thalatto-

suchians. Although as powerful as a sperm whale, it is longer and


more slender, reaching extreme lengths of up to 100 feet. This
blackish-brown monster preys on the largest fishes and marine
reptiles of the Tempest Sea, while only the largest of the latter
have a chance of preying on it in turn. A true marine animal, its
ancestral crocodile legs have long since been transformed into
flippers.

SOCIETY
C. thalassos has no true society, being a solitary hunter.
During the mating season, the males engage in ritual combat for
the right to impregnate a female, but the moment they have done
so, they abandon her and return to the sea. The female herself will
find a stretch of sandy beach, laboriously crawl ashore, and lay
her eggs in a nest scraped out of the sand with her flippers. When
sand has been brushed back over the eggs, concealing them completely, the females job is done, and she can return to the sea.
Desert islands are essential to this lifestyle, and not just for
the sake of the eggs. All but invincible in the water, these marine
crocodiles are incredibly slow and clumsy on land, and when they
come ashore on the mainland or a large island such as Carsonia,
they are often set upon and killed by giant carnosaurs or their
Carsonian equivalents.

COMBAT
C. thalassos fights like all of its kind, with a powerful bite and
a lashing tail, while its thick scales provide good armor all around.
Improved Grab (Ex): If this marine crocodile hits a
Medium-size or smaller creature with its bite attack, it may grab

23

them, and then attempt to swallow them whole.


Swallow Whole (Ex): This monster can swallow a Mediumsize or smaller creature with a successful grapple check.
Swallowed creatures take 2d8+8 points of crushing damage plus
8 points of acid damage per round. A swallowed creature may cut
itself out by using Small or Tiny slashing weapons to deal 25
points of damage to the sea crocodiles innards (AC 20).
Land Vulnerability (Ex): It is not unheard of to encounter C.
thalassos on land, especially during mating season. While on land,
its effective Dex is reduced to 4, bringing its AC down to 12 and
its initiative modifier to -3.

BYPRODUCTS
Because crocodile teeth are designed for grasping and holding a victim, rather than slashing or tearing it, they are not suitable
for use as daggers. However, if you want tent pegs with prestige,
these are the way to go, and a full set of teeth from C. thalassos
still sells for $500.

CHIROSTENOTES TEMNOCHEIRUS
(CUTTING HAND)

Skills:

Chirostenotes temnocheirus
Medium-Size Animal
3d8+6 (20 hp)
+1 (Dex)
30 ft.
14 (+1 Dex, +3 natural)
2 claws +6 melee
2 claws 2d8+4
5 ft. by 5 ft./5 ft.
Fort +5, Ref +4, Will +2
Str 19, Dex 13, Con 15,
Int 5, Wis 13, Cha 6
Listen +8, Spot +8

Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:

Warm forest, hills, desert, or plains


Solitary or family (1-2 adults, 1-2 young)
2
Standard
Lawful neutral
4-5 HD (Medium)

Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
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This animal is a descendant of the original dinosaur


Chirostenotes: a beaked, bipedal omnivore with a short, bumplike horn on its beak, long and powerful clawed forearms, and a
surprisingly short tail. Roughly the size of a black bear of Earth,
Chirostenotes temnocheirus, the cutting hand, has turned its
clawed forearms into lethal weapons, indeed.

SOCIETY
The lifestyle of this curious animal is a combination of the
bear and the ostrich. Like both creatures, it is omnivorous.

24

However, it lives in a wide variety of habitats, like the bear, and


is fairly quick on its feet, like the ostrich. It is also less gregarious
than the ostrich, living at most in family groups in which the parents take excellent care of the young.
Because the claws on the forepaws are such lethal weapons,
the males take special precautions to avoid harming one another
during the mating season. Standing face-to-face, they reach out
carefully and interlock their hand claws together, then begin a
shoving match. The loser is the one who gets shoved the farthest.
He surrenders with a plaintive squawk for mercy. At that, the victor immediately stops pushing and graciously allows the loser to
disentangle himself from his opponents claws before trotting off.
No such mercy is shown an intruding predator, however. If it
is small enough to be fought with a fair prospect of success, the
dinosaur will attack at once; if not, it will attempt to silently withdraw.

COMBAT
In combat, Chirostenotes temnocheirus fights with its powerful clawed forearms, both of which can inflict 2d8+4 points of
damage on any opponent. Bring em back alive types take note:
the parents in a family will fight to the death to defend their
young.

COLOSSOSAURUS CRETASUS
(COLOSSUS LIZARD, DINO GOD)

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Colossosaurus cretasus
Colossal Animal
90d10+1,800 (2,295 hp)
-4 (Dex)
100 ft.
-12 (-16 size, -4 Dex, +8 natural)
Tail slap +84 melee, kick +64
melee, bite +24 melee
Tail slap 10d12+32, kick
5d12+24, bite 3d8+8
100 ft. by 300 ft./100 ft.
Trample, rear and stomp, tail
sweep
Massive size, scent
Fort +92, Ref +0,
Will +31
Str 75, Dex 2,
Con 50, Int 5,
Wis 12, Cha 14
Listen +4, Spot
+22, Wilderness
Lore +6

weight. It claims the distinction of being the safest, least attackable herbivore in Storm Valley (and perhaps in all the universe).

SOCIETY
These creatures roam in small herds, the better to avoid swallowing the entire neighborhood at once. The young are defended
until they mature, a process which can take two centuries or more.
These creatures may be regarded as virtually immortal. They have
a mating season and lay eggs only once every century, and while
waiting for those eggs to hatch, they will strip an entire region to
virtually nothing. Not as intelligent as some other sauropods, they
are nonetheless well-versed in knowledge about the valley they
call home.

Warm plains
Herds (3-6)
30
None
Neutral good
They dont get
any bigger!

Colossosaurus cretasus, the


colossal lizard of Cretasus, is a
descendant of the diplococids among
the sauropods. It is the longest land
animal known to exist, and is also the
longest land animal that can exist,
according to the calculations of the scientists. Including its tail, this creature
is 400 feet in length, and its head is at
least 150 feet high. It weights only 250
tons, despite its length, since its body
and tail are long and slender (well,
slender for a creature its size). Still,
it is so big that its legs almost touch
each other when it walks. A larger
creature is a physical impossibility, at
least on dry land, since there isnt room
on a quadrupeds skeletal structure for its
legs to grow larger to support any additional

25

COMBAT

BYPRODUCTS

From a combat perspective, colossosaurus is mind-boggling.


Its strength and size are staggering. Nothing can kill it.
On the other hand, its not hard to hit. With a lot of patience,
ranged weapons could (in theory) bring it down.
Only the largest carnivores, such as T-rex tyrant kings or the
linnorms, will consider attacking an adult colossosaur, and even
then only under conditions of complete famine. Although not
aggressive, these sauropods are ferocious fighters, being able to
kick, bite, and lash out with their tails. The lashing tail of
Colossosaurus is handled so adeptly, and with so much strength,
that it can literally reach supersonic speeds when lashing out.
This sauropod also has a number of special attacks:
Trample (Ex): Anything that comes near a colossosaur is at
risk of being stomped. In battle, it will attempt to trample anything
in sight. The trample causes 11d12 points of damage, or half that
if the target will forgo an attack of opportunity and attempt a
Reflex save (DC 15). (The DC is rather low because the distance
a target must move to dodge a colossosaurus trample is offset by
the slow speed at which most of its body moves.)
Rear and Stomp (Ex): When facing an enemy to its front,
colossosaurus can rear up and come crashing down with both
forelegs, using a combination of gravity and its own weight to do
damage. This attack takes an entire round and does 10d20 points
of damage per forelimb; both forelimbs may be used at once on a
single creature of Gargantuan size or larger, thus doubling the
damage. As before, a Reflex save (DC 15) will halve the damage.
Tail Sweep (Ex): Colossosaurus can make two kinds of tail
attacks. The first is its standard slap, which is a whip-like attack
aimed at one creature. The second is a slower sweep of a general
area, which can push aside even the largest trees.
Even though a standard slap is aimed at a single creature, the
tail is so large that its inevitable that something else will get hit,
too. The attack is treated as a cone attack with a width and height
of a quarter of its length. The length is fixed at the targets location e.g., even though the tails full reach is 100 ft., an attack
against a target 50 ft. away is treated as having a 50 ft. length. This
is due to the size and circumference of the colossosaurus tail.
Even if wanted to target a specific creature, it would have a hard
time not hitting something else along the way.
A sweep attack can be undertaken only if the colossosaurus
makes no other attacks in the same round. It sweeps its enormous
tail in one direction, then the other. The attack affects a half circle
with a diameter of 75 feet, centered on the colossosaurus rear.
The attack automatically deals 5d12+32 points of damage to all
targets within the area (including trees, houses, and allies). In theory, a Reflex save (DC 15) can be made to avoid the attack, but
even if a creature makes the save, there must be a safe spot within half its normal speed. If not, it jumps out of the way but not
far enough and still gets hit.
Massive Size (Ex): Colossosaurus is really in a class of its
own. Its size penalty to AC and attacks has been increased to
reflect the enormity of its size.

The egg of a colossosaur sell for at least $6,000. One egg can
feed a family for weeks. A bullwhip made from the last section of
the tail sells for $500. However, the creature is mainly valued as
a source of meat and blubber, though only carcasses and very
young are even considered for such purposes.

26

CRASPEDOCERATOPS GREGARIUM
(HORNED TANK)

Hit Dice:
Initiative:
Speed:
AC:
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Damage:
Face/Reach:
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Craspedoceratops gregarium
Huge Animal
20d10+160 (270 hp)
-1 (Dex)
30 ft.
18 front/sides (-2 size, -1 Dex, +11 natural), 11 rear (-2 size, -1 Dex, +4 natural)
Gore +19 melee
Gore 3d8+9
15 ft. by 25 ft./15 ft.
Charge for double damage, trample
Scent, spines
Fort +20, Ref +11, Will +7
Str 22, Dex 9, Con 27,
Int 7, Wis 12, Cha 9
Listen + 8, Spot +8
Warm hills and plains
Solitary or herd (10-100, 50% young)
8
None
Always neutral
21-40 HD (Gargantuan),
41-50 HD (Colossal)

Craspedoceratops gregarium, the gregarious spiny hornface, is a descendant of the ceratopsian dinosaur Triceratops, but
is better protected. Aside from being larger and more powerful,
with a maximum length of 40 feet, its frill is a much better defensive device. Not only is it covered with six inch long spines, but
it has broadened and expanded to cover the entire front half of the
animal, including the back, the sides, and the upper halves of the
forelegs, making it far more difficult for a carnosaur to make its
way past the armor and sink its teeth into unprotected flesh.

SOCIETY
C. gregarium lives in sizeable herds, just as its ancestor does
in the Main Valley. In most respects, as in mating, migration, and
the petitioning of outsiders into the herd, its behavior is the
same as that of its ancestor. The primary difference is that
Craspedoceratops, being better protected than Triceratops, is far
less hesitant to charge away from the herd to attack an intruder.
Protective circles are rare, and are often composed of the adult

females only, while the bulls roam freely on the outskirts of the
herd, concentrating on a particular threat or charging targets of
opportunity. These herbivores are almost never attacked, unless
the area is short of water or prey.

COMBAT
These animals fight as do their ancestors, with a goring attack
from the three front horns. C. gregarium also has some special
attacks and characteristics:
Charge For Double Damage (Ex): Craspedoceratops can
charge an opponent from a standing start at a distance, building up
enough momentum to inflict double damage on it (6d8+12).
Trample (Ex): This ceratopsian can trample creatures of
Medium size or smaller. The trample causes 3d12+4 points of
damage, although targets who do not make attacks of opportunity
may make a Reflex save (DC 23) to take half damage.
Spines (Ex): The spines on the frill are so sharp that any creature that comes in contact with it which in practice means coming in contact with any part of the front or sides of the animal
will suffer 1d6 points of damage. This damage can be avoided
with a Reflex save (DC 20).

BYPRODUCTS
The head of this magnificent beast is highly prized by trophy
hunters, while its flesh is quite delicious. The eggs can be eaten as
well, but would-be breeders and trainers are willing to pay $250
for an intact one.

DEINOCHEIRUS GRYPONYCHUS
(SHREDDER)

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Advancement:

Deinocheirus gryponychus
Huge Animal
17d10+68 (162 hp)
+2 (Dex)
60 ft.
13 (-2 size, +2 Dex, +7 natural)
2 claws +19 melee, bite +5 melee
2 claws 5d10+8, bite 5d6+8
20 ft. by 30 ft./30 ft.
None
Scent
Fort +14, Ref +12, Will +8
Str 27, Dex 15, Con 19,
Int 9, Wis 17, Cha 12
Listen +12, Spot +12, Wilderness Lore +7
Warm plains and desert
Solitary, family (2-4), or pack (5-10)
8
Standard
Lawful neutral
18-34 HD (Gargantuan),
35-47 JD (Colossal)

Deinocheirus gryponychus, the griffin-clawed terrible hand


(after the mythical eagle/lion hybrid), is a descendant of the original Cretaceous carnivore Deinocheirus. This is an ostrich
dinosaur expanded to carnosaur dimensions, with a pair of long
arms equipped with killing claws so large (a foot or more in
length) that the animals bite is secondary to them in combat.
About as heavy as the largest allosaur, it is longer by far, reaching
up to 70 feet in the extreme cases, due largely to its long neck and
tail, as well as its longer and more slender body. The head
is carnosaur-like, filled with killing teeth. The arms of
the original Deinocheirus were eight and a half feet
long; those of its descendant are twelve feet in length.
Although of incredible length, it is swift and agile,
and thus is restricted to the wide open spaces, where
it can make best use of its advantages.

SOCIETY
Deinocheirus gryponychus can run
down (relatively) small prey on its
own, but often hunts in packs and
relies on teamwork in bringing down
large and dangerous prey. For instance, it
is one of the few predator species that
makes a habit of preying on the ankylosaurs.
A pack or family group will charge the front
and side of the ankylosaur, thrust their long

27

clawed forearms underneath its armor, and heave it upside down before it can react. After
that, its a simple matter to use their teeth and claws to rip open the unprotected belly and
feed. With other prey animals, such as sauropods and ceratopsians, the pack will surround
a lone victim and attack at once from all sides, dodging in and out while making hit-andrun attacks that wear it down until it has bled to death. Unlike Avimimus struthioides,
however, it will not draw out the victims death agony needlessly, taking no pleasure in torture. It merely does what it must to get meat for its jaws.
These animals mate for life, and a full-sized pack will often consist of
several generations of an extended family sticking together after all the young
have reached adulthood. An attack on one dinosaur will bring the entire pack
down on the offender, and several well-equipped safaris sent out to steal eggs
or young have already been annihilated. The males attract potential mates by
means of an elaborate dance which they perform during the breeding season.
When the breeding is over, each female lays up to six eggs, of which two or
three will typically survive long enough to reach adulthood.

COMBAT
Deinocheirus gryponychus is a terrible opponent in combat, due largely to its
massively-clawed forearms. A single adult animal is thus capable of dealing out
serious damage, while an entire pack of them is lethal. A massive dinosaur like a
sauropod, ceratopsian, or large carnosaur might be a match for one in single combat at close quarters, but on a battlefield where the agile Deinocheirus has ample room
for maneuver, the issue is never in doubt.

BYPRODUCTS
Needless to say, the forearm claws of this creature are in great demand for the construction of large daggers or short swords, and
a complete set will sell for $1,000. The teeth make more normal-sized daggers, a complete set costing $200. In addition, the lungs and
leg muscles of an adult will sell for $700, as they are supposed to make a substance that increases ones speed and endurance when
mixed together. An egg or young animal is worth $500, but the perils of attempting to collect are obvious.

DOLICHOBRACHIOS FEROX (MONKEY CLAW)

Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Climate/Terrain:
Organization:

28

Dolichobrachios ferox
Huge Animal
13d10+52 (124 hp)
+2 (Dex)
30 ft., climb 20 ft.
17 (-2 size, +2 Dex, +7 natural)
2 claws +14 melee, tail lash +9 melee, bite
+3 melee
2 claws 2d8+7, tail lash 1d8+7, bite 1d6+3
10 ft. by 10 ft./15 ft.
Tail constriction
Scent
Fort +12, Ref +10, Will +4
Str 25, Dex 14, Con 19,
Int 7, Wis 11, Cha 8
Balance +11, Climb +13, Hide +8, Jump
+8, Listen +11, Spot +13
Mountains and hills
Solitary or family (1-2 adults, 0-2 young)

Challenge Rating:
Treasure:
Alignment:
Advancement:

6
Standard
Neutral evil
14-25 HD (Gargantuan)

Dolichobrachios ferox, the fierce long arm, is another


descendent of the giant ostrich dinosaur Deinocheirus. Unlike its
plains-dwelling ancestor, however, this one chooses to live among
the mountains and hills, and although it can still run, it prefers to
climb among the crags or the branches of large trees in search of
prey. Toward that end, it has four grasping feet, like those of a
monkey (albeit a heavily-clawed one), as well as a prehensile tail,
with which this 30-ft animal can seize all but the most minute of
handholds as it makes its way after prey. Generally a light gray in
color, it tends to blend in with the rocks it lives among.

SOCIETY
Dolichobrachios ferox is a solitary animal, though a mated
pair will stay together long enough to allow their young to grow
up protected. Because their long necks are so vulnerable to bites

addition, is strangled. Strangulation inflicts 1d8 points of constriction damage each round thereafter. The target can escape with
an Escape Artist check (DC 17) or by hacking through the tail (AC
17, 20 hp). A strangled target has its movement restricted by the
reach of D. feroxs tail unless it succeeds in an opposed Strength
check.

BYPRODUCTS
The teeth and claws of Dolichobrachios ferox are worth $300
on the open market, generally for use as daggers, while its tail can
be sold for the same amount due to a superstition stating that the
meat of the tail muscles is a good folk cure for weakness. (Its
tasty but powerless in real life, but theres no particular reason
your players have to know that.)

DRACOROC MEGALOPTERYX
(ELEPHANT BAT)

Skills:

Dracoroc megalopteryx
Huge Animal
10d8+30 (75 hp)
+1 (Dex)
15 ft., fly 50 ft.(average)
12 (-2 size, +1 Dex, +3 natural)
Bite +10 melee, rake +6 melee
Bite 2d12+8, rake 1d12+4
20 ft. by 60 ft./20 ft.
Bombard, improved grab
Scent
Fort +9, Ref +8, Will +5
Str 20, Dex 12, Con 16,
Int 6, Wis 12, Cha 8
Listen +3, Spot +15

Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:

Cliffs, mountains
Solitary or pair
5
Standard
Always neutral
11-15 HD (Huge)

Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:

and slashing claws, they do not physically fight one another over
hunting grounds, preferring to frighten trespassers with harsh
screams or simply avoid interlopers altogether, generally by going
to a higher or lower level of the mountains. As these carnivores
live on a mixed diet of pterosaurs and their eggs, lizards, snakes,
and small mountain-climbing dinosaurs like a subspecies of hypsilophodon cerves, as well as fish from mountain streams, they are
rarely in danger of starvation even if they do have to move.

COMBAT
Dolichobrachios ferox fights with teeth and clawed forelimbs, its long neck enabling it to dangle its head down at an
enemy below for a quick nip before withdrawing out of range. It
has also been known to cause avalanches in the manner of
Aublysodon orogradior. The creatures trademark attack, however, is its tail.
Tail Constriction (Ex): The long tail of D. ferox can lash out
like a whip, wrapping itself around the neck of a Large-sized or
smaller creature and then strangling it. If D. ferox succeeds in a
tail attack, the target takes damage from the lash itself and, in

Dracoroc megalopteryx, the giant-winged dragon roc, gets


its name from both its size and the ancient Arabic legend of the
roc, a giant bird large enough to carry off an elephant in its talons.
It is a 60-foot wide pterosaur, precisely twice as large as pteranodon. A mottled black and white in color, like the earthly marine
birds known as puffins, it is quite a handsome animal. It flies so
high that the lightning bolts from the permanent storm covering
the valley flash all around it, but it always manages to dodge
them.

SOCIETY
These creatures live and hunt alone, only forming brief families during the mating season. From 1-4 young will be raised, and

29

most or all of them reach maturity, due to the great difficulty predators have in getting at them. The nests of these creatures are on
the highest cliffs and mountain ledges available, and any creature
small and light enough to climb so high would be no match for
these giant pterosaurs in one-on-one combat.

DRACOTHERIZINOS CRETASUS
(STONE CUTTER, SCYTHE
DRAGON)

COMBAT
Dracoroc fights with a stabbing beak and a rake with its
clawed hind feet. It also has two specialized attacks:
Bombard (Ex): Dracoroc is intelligent enough to pick up
heavy items such as boulders, tree trunks, and even the massive
bones of dead dinosaurs and drop them on top of the enemy. The
items it chooses are so large that they inflict 4d6 points of damage
when they hit their target. Attacks from greater heights can cause
more damage but cannot be attempted with accuracy. Only one
such bomb can be carried at a time.
Improved Grab (Ex): If Dracoroc can hit a Medium-size or
smaller target with its bite or rake attack, it can then carry it to a
great height and drop it. The pterosaur can carry targets in both its
beak and claws, but no more than two targets can be carried at
once, one in the beak and one in the pair of clawed feet.

Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:

BYPRODUCTS

Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:

The claws of this creature are worth $100 when used in making daggers. In addition, wealthy collectors are willing to pay up
to $6,000 for an intact carcass mounted by an expert taxidermist.
Nothing equals the shock value of crossing a yard or courtyard
completely overshadowed by one of these great flying reptiles,
wings fully outspread.

30

Skills:

Dracotherizinos cretasus
Huge Animal
18d10+72 (171 hp)
+2 (Dex)
40 ft.
18 (-2 size, +2 Dex, +6 natural)
2 claws +20 melee, bite +5 melee
2 claws 3d8+9, bite 3d8+9
15 ft. by 15 ft./20 ft.
Improved grab, swallow whole, bombard
Scent
Fort +15, Ref +8, Will +15
Str 28, Dex 15, Con 19,
Int 11, Wis 18, Cha 15
Craft (Stonemasonry) +10, Hide +8, Listen
+12, Spot +13, Wilderness Lore +12
Warm forest, hills, desert, plains, marshes
Hunting party (3-6), city state
8
Standard
Lawful evil
19-36 HD (Gargantuan),
37-54 HD (Colossal)

Dracotherizinos cretasus, the Cretasus scythe dragon, is an


intelligent descendant of the original dinosaur Therizinosaurus.
Dracotherizinos is a long-armed predatory dinosaur, a true
carnosaur: the ancestor to the modern Therizinosaurus in the
Main Valley. Its arms are not so long as those of the other longarmed giant, being only six feet in length, but they are far more
muscular and robust, and the claws are harder and thicker. In fact,
allied with the great strength of this dinosaur, they can literally cut
rock, and Dracotherizinos cretasus makes full use of this in its
construction of buildings and a defensive wall in and around its
city state. The animal itself is a uniform dull black in color, and
takes advantage of this to hide in the depths of forest and jungle,
waiting to ambush its victims. It has an average length of 40 feet.

SOCIETY
It was those aerial swashbucklers the Gautier Brothers
who discovered the great stone city of
Dracotherizinos cretasus on their second
voyage to Storm Valley. Bertrand immediately devoted all his attentions on that trip
to studying the culture such as it was
of the dominant intelligent race of
Storm Valley.
These massive creatures are
fully as intelligent as men. They
have little in the way of tools, but
they need little; their huge claws provide all the cutting, digging and building implements they require. Each creature
dwells in its own private building, built of
rough-hewn blocks of stone. All the buildings are arranged in blocks, with wide
avenues or streets separating them. There
is a massive circular arena in the exact center of the city, and the entire mess is
surrounded by a wall 25 feet
tall. Entry and exit are by a
single opening,
marked by a
massive
wooden gate
composed of
the trunks of
the largest trees that
could be found, with more
massive trunks set at an angle
inside to provide bracing and keep the
thing shut when everyones inside.
The arena building contains far more
space than is necessary to hold the
entire citys population. The lower
levels, which must have been laboriously dug out of the ground, contain

dungeons large enough to hold a wide variety of dinosaur captives. Dracotherizinos eats flesh, but it does not keep animals for
food later on, much less properly domesticate them. The inhabitants of the city go hunting every few days, not only to kill other
dinosaurs for food, but to gang up on lone individuals and physically drag them into the city and its waiting dungeons. Once there,
they are kept alive for a special purpose. Every several months,
the population of the city turns out to enjoy a serious of vicious
gladiatorial games, in which young and adults alike pit themselves
in mortal combat against captive creatures of varying sizes and
degrees of danger. Note that although Dracotherizinos itself is a
pure carnivore, it does grow extensive gardens nearby to feed the
captive population (its claws make adequate plows), and it shares
portions of its kills with those carnivores it manages to capture.
The games are presided over by the alpha male and female
(though this term seems inadequate for such intelligent and
humanlike creatures), whom Bertrand Gautier immediately
christened Caesar and Caesonia.
The social life of these creatures is a combination
of the cultured and the brutal. When individual
dinosaurs of this species have spare time on their
hands, they are frequently seen chiseling pictures on
the walls of their homes, the arena, or the defensive
wall. These pictures are of various terrain features, in
which their kind are shown, invariably in battle,
killing or capturing other dinosaurs for the
arena. The lone exception, reported by a
human adventurer who was captured
and sentenced to the arena, but who
later escaped, shows a crowd of
the creatures surrounding what
appears to be a swirling mass of
fire or energy of some sort. This
has led some scientists to speculate that this particular
dinosaur race is somehow
connected with a greater,
now dead, civilization,
which may have been
responsible for the
bizarre weather conditions of Storm Valley.
Despite living a civilized lifestyle of sorts,
Dracotherizinos still
has a regular mating
season. The males
compete for the rights to
individual females in the
arena, dueling each
other with great
swipes of their
heavily-clawed
forearms it

31

appears biting is not allowed until one male can no longer catch
and parry the strokes of his opponent with his own claws. As soon
as a combatant takes a serious wound, the contest comes to an end
and the next one begins.

COMBAT
Dracotherizinos cretasus fights primarily with great sweeping
blows of its forearms with their scythe-like claws, which are two
foot or more in length, as well as with its jaws. It has a number of
special attacks as well:
Improved Grab (Ex): A member of this species which hits a
Medium-size or smaller target with its bite attack may then
attempt to swallow it whole.
Swallow Whole (Ex): Dracotherizinos can swallow a
Medium-size or smaller creature whole with a successful grapple
check. Swallowed creatures take 2d8+8 points of crushing damage plus 8 points of acid damage per round. A swallowed creature
may cut itself out by using Small or Tiny slashing weapons to deal
25 points of damage to the dinosaurs innards (AC 20).
Bombard (Ex): In place of its normal slashing claw attack,
Dracotherizinos can use its claws to heave huge boulders and similar missiles at an opponent. These attacks are +15 ranged and typically inflict 3d8 damage (though larger or smaller boulders will
affect the damage). There are large piles of boulders in the city at
intervals beside the wall, as well as earthen ramps, leading experts
to believe that the citys population will man the walls and hurl
boulders at the enemy in the unlikely event that the city itself ever
comes under organized attack or siege. Escaped captives have
reported hearing legends of the city successfully defending itself
against Tyrant Masters and their tyrannosaur armies, though such
stories may have been used solely to impress captives.
When these creatures go forth in packs and bands to capture
other dinosaurs, their clawed hands are covered with crude gloves
made from a combination of natural rubber and dinosaur hide.
This not only keeps them from hurting their captives too much as
they grab them and haul them off, but also protects their hands
from spines, such as those on Ankylosaurus peltaspinos. (When
capturing an ankylosaur or nodosaur, they use their extra-long
forearms to reach underneath the shell, then flip it over and carry
it off upside-down.)

BYPRODUCTS
A full set of claws from one of these creatures is worth $800,
as they are useful in making large daggers or short swords, while
a full set of teeth is worth $300 for the making of lesser daggers.
The creatures hide is also useful as armor, and an intact hide provides enough material for two suits of good Medium-size armor,
or even four, in the unlikely event the donor can be killed without puncturing the hide. This armor gives a +5 armor bonus, max
Dex bonus of +4, and an armor check penalty of -2, with a weight
of 30 pounds. An intact hide sells for $600.
However, the saying caveat emptor (Let the buyer beware!)
is particularly appropriate in this case. The fellow who revealed

32

the details about what this species does with captured creatures
was captured after joining a party of explorers. These explorers
had managed to kill a lone specimen on a previous commercialminded trip, poisoning a water hole to slay the first creature to
drink from it. As a result, each of the witness comrades had a suit
of Dracotherizinos hide armor and one or more daggers or short
swords made of its teeth and claws. When they ran into a full pack
of these dinosaurs and wound up getting captured, their captors
noticed the apparel and gear that came from one of their dead
comrades. The offending hunters were slammed flat on the
ground, the claws came up and down... Suffice it to say, the witness himself will never use any piece of a Dracotherizinos, and
urges everyone else to do the same between bouts of gagging.

DRYPTOSAURUS INGENS
(LEAPING CLAW)

Skills:
Climate/Terrain:
Organization:

Dryptosaurus ingens
Huge Animal
15d10+45 (130 hp)
+2 (Dex)
40 ft., jump 120 ft.
13 (-2 size, +2 Dex, +3 natural)
Bite +17 melee, claws +2 melee
Bite 3d8+7, claws 1d4
10 ft. by 10 ft./15 ft.
Improved grab, swallow whole, pounce
Scent
Fort +13, Ref +14, Will +7
Str 25, Dex 15, Con 17,
Int 9, Wis 17, Cha 12
Hide +7, Jump +17, Listen +11, Spot +10
Warm forest, hills, and marsh
Solitary or family (1-2 adults, 1-2 young)

Challenge Rating:
Treasure:
Alignment:
Advancement:

7
Standard
Chaotic evil
16-29 HD (Gargantuan)

Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:

Dryptosaurus ingens is a vast descendant of the original


carnosaur Dryptosaurus, a vicious predator whose powerful hind
legs were made for jumping as well as running. A dark green in
color, this 30-foot monster likes to hide among the trees and
pounce on unsuspecting prey, a practice that plays merry hell with
the nerves and morale of those who travel in known dryptosaur
country.

SOCIETY
D. ingens is a solitary hunter, its members only coming
together during the breeding season. These creatures evidently
prefer privacy at this time, as it is not yet known how they select
mates. The males may help the females raise the young after they

ELASMOFORME INGENS
(RIBBON KILLER)

Skills:

Elasmoforme ingens
Colossal Animal
25d10+75 (212 hp)
+2 (Dex)
10 ft., swim 40 ft.
15 (-8 size, +2 Dex, +11 natural)
Bite +24 melee
Bite 2d20+7
40 ft. by 80 ft./40 ft.
Scent
Fort +19, Ref +6, Will +2
Str 37, Dex 14, Con 17,
Int 2, Wis 13, Cha 9
Hide +17, Listen +2, Spot +7

Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:

Warm aquatic
Solitary or pair
8
None
Always neutral
26-37 (Gargantuan)

Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Qualities:
Saves:
Abilities:
hatch, or they may simply wander off one day and never come
back. It doesnt matter much; the females are more than tough
enough to take care of the young. On other occasions, males and
females will viciously attack one another, for the species is fiercely territorial, and explorers have reported some spectacular battles
of appalling ferocity.

COMBAT
Like all other carnosaurs, this species fights with teeth and
claws. It also has several special attacks:
Improved Grab (Ex): A dryptosaur that hits a Medium-size
or smaller opponent with its bite attack may grab it and then
attempt to swallow it whole.
Swallow Whole (Ex): A dryptosaur can unhinge its jaws and
swallow a Medium-size or smaller creature with a successful
grapple check. Swallowed creatures take 2d8+8 points of crushing damage plus 8 points of acid damage per round. A swallowed
creature may cut itself out by using Small or Tiny slashing
weapons to deal 25 points of damage on the dinosaurs innards
(AC 20).
Pounce (Ex): Dryptosaurus ingens can pounce on a prone or
low-built foe (smaller than Medium-size) using its powerful hind
legs. If it leaps upon a foe during the first round of combat, it can
make a full attack action even if it has already taken a move
action.

BYPRODUCTS
The thick leg muscles from this creatures hind legs make
delicious eating, and the hind leg muscles from one adult animal
sell for $1,000.

Elasmoforme ingens, the vast ribbon form, is an enormous


version of the elasmosaur. Some specimens reach a maximum
length of almost 300 feet, with at least a hundred feet being taken
up by the long neck. It weighs as much as some of the largest
whales, but because its body is so slender, and so much of the rest
of the animal consists of the ultra-long neck and tail, this weight
is more spread out, making the creature far more agile and maneuverable. It is a beautiful blue-green in color, but while this makes
it attractive, it also provides perfect camouflage from surface
dwellers, enabling it to lunge suddenly out of the water and snatch
a low-flying pterosaur from the sky or a sailor from a boat,
nowadays.

SOCIETY
E. ingens hunts alone or in pairs, the pair being either a male
and female (during the mating season) or a pair of siblings with a
stronger than usual bond. When they work together, each swims
to one end of a large school of fish and then moves inward, herding their terrified prey together into a dense mass that can be easily harvested with strikes from their long necks. If two of these
creatures work together in picking off the crew of a ship, the result
is sheer terror and, all too often, a floating derelict.

33

COMBAT
Elasmoforme ingens fights with its powerful jaws, and nothing else, but the sheer size and power of this marine animal mean that
they are usually all it needs. Combined with its ability to hide beneath the surface of a calm sea, this makes it a formidable foe, indeed.

BYPRODUCTS
Because they are long enough to serve as large daggers or short swords, a full set of teeth from this marine monster can sell for
$1,700. The incredibly beautiful hide is worth $7,000 if taken intact. Since this rarely happens, the actual selling price depends on how
much damage was inflicted on the creature while killing
it, and where that damage took place. This has led to
some wild schemes for launching ships on the
Tempest Sea and equipping them with winches
and giant fishing lines, the hooks of which are
to be baited with meat or fish that has been liberally coated with the strongest poisons available.

GORGOMONSTRUM
TORVOVENATOR
(FRILL MONSTER)
Gorgomonstrum torvovenator
Huge Animal
Hit Dice:
18d10+54 (153 hp)
Initiative:
+1 (Dex)
Speed:
40 ft.
AC:
13 (-2 size, +1 Dex, +4 natural)
Attacks:
Bite +20 melee, 2 claws +4
melee
Damage:
Bite 3d8+8, claw 1d4+1
Face/Reach: 10 ft. by 10 ft./15 ft.
Spcl. Atks: Improved grab, swallow whole
Spcl. Qlties: Frill display, scent
Saves:
Fort +13, Ref +11, Will +8
Abilities:
Str 26, Dex 12, Con 16,
Int 6, Wis 13, Cha 10
Skills:
Listen +8, Spot +8
Climate:
Any warm
Organization: Solitary or family (1-2 adults
and 0-2 young)
CR:
7
Treasure:
Standard
Alignment: Chaotic good
Advancement: 16-33 HD (Gargantuan),
34-51 HD (Colossal)
Gorgomonstrum torvovenator, the savage hunter gorgon monster, is a huge but fairly primitive carnosaur which can be found in
almost any corner of Storm Valley. Its name
comes from the gorgon, a creature from folklore
so frightful that its very appearance could kill or pet-

34

rify a victim. Its jaws are large, its forearms only so-so in strength
and with three fingers on each hand, and it reaches a length of
from 35 to 40 feet. Its most noticeable feature is a frill composed
of large skin flaps which is normally pressed down tight against
the neck and shoulders, but which it can pop erect at a moments
notice, like that of the frilled lizard of Earths Australia.

SOCIETY
This creature is a solitary hunter, only coming together with
others of its kind during the mating season, and then only briefly.
Because of its chaotic nature, there are only two chances in five
that both parents will raise the young once they hatch. Most of the
time, the male wanders off and leaves the female to do the job by
herself.
Males compete for females via a sort of face-off, in which
they repeatedly pop their frills while hissing menacingly at each
other. This is an eerie sight to watch, particularly since they also
roll their eyeballs back during this process, so that only the whites
are starkly showing, as if the creature were an undead monster
with glowing eyes. In addition, although the frill is normally a
dark blue in color like the rest of the dinosaur, when displayed, it
immediately flares crimson, adding to the shock value.

COMBAT
G. torvovenator fights with its powerful bite, as well as with
its clawed forearms. In addition, it has a number of specialized
attacks:
Improved Grab (Ex): When this creature hits a Mediumsize or smaller target with its bite attack, it may grab it, then
attempt to swallow it whole after unhinging its jaws.
Swallow Whole (Ex): Gorgomonstrum can swallow a
Medium-size or smaller creature whole with a successful grapple
check. Swallowed creatures take 2d8+8 points of crushing damage plus 8 points of acid damage per round. A swallowed creature
may cut itself out by using Small or Tiny slashing weapons to deal
25 points of damage to the carnosaurs innards (AC 20).
Frill Display (Ex): When Gorgomonstrum torvovenator goes
into its terrifying display with its frill and eyes, hissing all the
while (see above), every living creature which sees it must make
a successful Willpower save (DC 15) or else become frightened.
This includes all humans, PCs and NPCs alike, as well as all animals with the party (if any), such as pets, hunting beasts, mounts,
and pack animals. Thus, even if a character who is riding makes
his save, he may still wind up retreating if his mount fails its own.
Other gorgomonstrums are immune to this effect.

35

HYAENASAURUS OSSEOPHAGUS
(BONE-EATER)

Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:

Hyaenasaurus osseophagus
Huge Animal
18d10+90 (189 hp)
+0
40 ft.
14 (-2 size, +6 natural)
Bite +22 melee, 2 claws +8 melee
Bite 8d8+10, claws 1d6
10 ft. by 10 ft./15 ft.
Armor nullification, improved grab, swallow whole
Resistance to poison, roar, scent
Fort +16, Ref +11, Will +10
Str 30, Dex 10, Con 20,
Int 8, Wis 16, Cha 10
Listen +11, Spot +11
Warm forest, hills, desert, plains, marsh
Solitary or family (2 adults and 0-2 young)
8
Standard
Lawful evil
19-36 HD (Gargantuan),
37-54 HD (Colossal)

Hyaenasaurus osseophagus, the bone-eating hyena lizard,


is a tyrannosaur about the same size as T-rex, but stockier and
more specialized. The forearms are more muscular, while the jaw
muscles seem grotesquely overdeveloped, being thick and
swelling, while the snout is short and thick. Its lifestyle reflects
this, and the fact that Hyaenasaurus can live in almost any environment shows that this lifestyle is a successful one. The dinosaur
is brick red above and golden below.

SOCIETY
Hyaenasaurus is both a scavenger and a specialized hunter,
with its powerful jaws designed for both roles. As well as crunching bones, they are also designed to bite through the heavy armor
of dinosaurs like the ankylosaurs, making H. osseophagus one of
their few predators. It also likes to shadow other, lesser predators
and steal their kills, using its size for intimidation purposes. The
trick only works in environments where prey is abundant, however; if its a choice of fight or starve, any predator will fight. In
nearly all respects, family life and society for this dinosaur is the
same as for its more famous relative.

COMBAT
Hyaenasaurus osseophagus fights with its powerful jaws and
stronger-than-usual forearms. It also has a number of special
attacks and other advantages.

36

Armor Nullification (Ex): Because its jaws are so powerful


as to resemble nutcrackers, the armor bonus of any armor worn by
the target of a bite attack is halved. Indeed, these jaws are so powerful that they have already been used to crack open Union ironclad armor, with disastrous effects for the users.
Improved Grab (Ex): Hyaenasaurus may, if it hits a
Medium-size or smaller opponent with its bite attack, grab it and
attempt to swallow it whole.
Swallow Whole (Ex): Hyaenasaurus can swallow whole any
Medium-size or smaller creature with a successful grapple check.
Swallowed creatures take 2d8+8 points of crushing damage plus
8 points of acid damage per round. A swallowed creature may cut
itself out by using Small or Tiny slashing weapons to deal 25
points of damage to the tyrannosaurs innards (AC 20).
Resistance to Poison (Ex): Because it consumes so many
rotting carcasses that are toxic to other scavengers, Hyaenasaurus
has evolved a cast-iron stomach and a system that is immune or
partially immune to poisons. Every time this creature is hit with a
poison-based attack, it will take only half damage, or none at all
if it makes its saving throw. If the poison causes nausea, sleep, or
other effects, then those conditions will only last for half as long
as they usually do, assuming a failed save. This makes
Hyaenasaurus the bane of those hunters who get their prey with
poisoned baits or by poisoning water holes; it is unaffected itself,
and it often comes to eat the carcasses of those animals that are
killed by the poison, thus ruining their valuable hides.

BYPRODUCTS
A full set of teeth and claws from a hyaenasaur will sell for
$600. Note that because the teeth are stout and pointed, but not
edged, they can only be used to make punching daggers. The
intact hide is worth $3,600, and can be used to make two suits of
good Medium-size armor, or four if the animal is killed without
damaging the hide (an especially difficult proposition due to its
immunity to poison). Hyaenasaur hide armor gives a +5 armor
bonus, max Dex bonus of +4, armor check penalty of -2, and has
a weight of 30 pounds. In addition, some parts of the dinosaur are
sold for (alleged) medicinal purposes: the jaw muscles (strength)
for $3,000, plus the tongue and liver (poison antidote) for $600
and $400 respectively. $300 is the bidding price for an egg of one
of these monsters, if you can manage to swing it. The Confederate
military is particularly eager to pay this price, as the powerful
jaws of these carnosaurs are an obvious remedy to the armor of
Union ironclads.

HYPSILOPHODON CERVESAURUS
(DEER LIZARD)

Skills:

Hypsilophodon cervesaurus
Medium-Size Animal
2d10+4 (15 hp)
+2 (Dex)
50 ft., climb 40 ft.
16 (+2 Dex, +4 natural)
Bite +5 melee
Bite 1d10+5
5 ft. by 5 ft./5 ft.
Charge and gore
Fort +5, Ref +4, Will +2
Str 16, Dex 14, Con 15,
Int 5, Wis 13, Cha 8
Climb +10, Listen +8, Spot +8

Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:

Forest, mountains, desert, plains, marsh


Herd (8-32)
1
None
Lawful neutral
3-4 HD (Medium), 6-7 HD (Large)

Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Saves:
Abilities:

the most common small prey animals in Storm Valley, eaten by


everything from small carnosaurs to raptors, crocodiles, giant
snakes, large pterosaurs, and now humans.

SOCIETY
These gentle grazers dwell in sizeable herds, which are
invariably led by a male. Although both males and females have
horns, the males are still easily distinguishable by means of the
blood-red dewlap extending from their throats. (The rest of the
animal is a mottled brown and white, with the beak being a bright
orange.) During the breeding season, the males compete for the
attentions of the females by gulping in air and extending their
dewlaps, balloon-like, with the largest display netting the owner
first choice among the females. The second largest has second
choice, and so on down the line. These creatures are exemplary
parents, the entire herd providing communal defense for everyones young.

COMBAT
H. cervesaurus fights by biting with its powerful beak.
However, it does have another means of defense.
Charge and Gore (Ex): Instead of biting, the dinosaur can
stand off at a distance and then charge its enemy with its short
horns. The horns attack at +5 and inflict 1d8+5 points of damage,
which is doubled if the creature moves at least 50 ft. prior to
impact. The horns cannot be used except in this manner.

BYPRODUCTS
The flesh of these little dinosaurs is a pleasant tasting meat
much sought-after in frontier towns and major urban centers alike,
but not particularly valuable because it is so common. The gaudy
and horned heads make small but interesting trophies.

Hypsilophodon cervesaurus, the deer lizard, is a descendant of the small dinosaurian herbivore Hypsilophodon. The main
differences are twofold. First, this version has a pair of sharplypointed foot-long horns on its head. Second, it is roughly 8 feet in
length nearly half of it tail rather than the one-yard length of
the original version. This light browser and grazer can eat virtually any type of plant material because of its comparatively massive
parrot-like beak. As a result, subspecies can and do live in just
about every terrestrial habitat in Storm Valley: mountains, hills,
forests and jungles, deserts, plains, and marshes. It is also one of

37

HYPSILOPHODON LEMMO (LIZARD


LEMMING)

Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:

Hypsilophodon lemmo
Tiny Animal
1/4 d8 (2 hp)
+2 (Dex)
25 ft., climb 15 ft.
14 (+2 size, +2 Dex)
Bite +4 melee
1d6-4
2 1/2 ft. by 2 1/2 ft./0 ft.
See below
Scent
Fort +2, Ref +4, Will +1
Str 2, Dex 15, Con 10,
Int 2, Wis 12, Cha 2
Hide +16, Listen +7, Spot +8, Infuriate
Characters +100 (heh heh)
Any warm land
Swarm (100-10,000)
1/4
None
Always neutral
-

Hypsilophodon lemmo is literally the lemming equivalent of


the hypsilophodont family. These small animals roam about in the
dozens or hundreds, sometimes in the thousands, providing a free
feast for most Small and Medium-sized predators in the area. Not
much more than a foot in length, these tiny dinosaurs are a brownish-green in color.

SOCIETY
H. lemmo usually lives in colonies of at least a hundred or
more. They migrate when low food supplies, bad weather, predators, or a natural catastrophe (such as an earthquake or a forest
fire) makes the current neighborhood unhealthy. At least once a
year, many colonies set out at roughly the same time on a great
migration, coming together in vast swarms by the thousands, just
like their mammalian counterparts on Earth. These little creatures
let nothing but death itself stop them, going over, under, around,
or through any obstacles. On these occasions, predators in the
vicinity have a feast to remember.

COMBAT
Hypsilophodon lemmo fights by means of its horny beak,
which can devour any plant matter. In fact, this beak is as powerful as a wire cutter or similar tool, and can bite through any substance, save for stone and the harder forms of plastic. This makes
these little creatures a serious pest and plague to any adventuring
party, for they will blunder right through a campsite in their hundreds or thousands, and if they get the least little bit excited, they
will bite anything and everything in their way.
Fortunately, their beaks are too small to do much damage to
humans, but their potential damage to possessions makes them a
serious threat, and their swarming tactics frequently result in the
severing of tool and weapon handles, gun barrels, triggers and
trigger guards, bows, arrows, spears, rope, poles and tent pegs
(even metal ones), sword and dagger blades, whips, crowbars, the
handles of cooking implements, belts, and harness straps, not to
mention the tearing of clothing, blankets, tents, sleeping bags,
backpacks, sacks, holsters, scabbards and quivers, saddle straps,
and even some types of armor (including flak jackets, hermetic
suits, riot gear, reflective armor, unactivated energy shields, and
vacuum suits).
Hungry lemmos will even gnaw at
larger items made of wood, such as furniture, crates, shields, and gun stocks. Thus,
an invasion of the partys campsite by a
horde of these creatures, which can occur at
any time of the day or night, can be a major
catastrophe for a group relying largely on its
gear. If the GM wants to hit the party with
an encounter designed to severely weaken it
before the climax of the adventure, but not
one that grants them huge numbers of experience points, a dinosaur lemming swarm
is the way to go.

BYPRODUCTS
The flesh of these little animals is delicious, and were they not such a nuisance to
keep, they would even now be raised in a
number of communities as food items and
pets.

38

IGUANODONTS (SWORD WARRIORS, BLADE GRAZERS)

Skills:

Iguanodon cultercheirus cutelluscheirus


Iguanodon gladiusnychus
Iguanodon saxnychus
Shamshiriguanodon cretasus
Huge Animals
10d10+40 (90 hp)
+1 (Dex)
40 ft.
11 (-2 size, +3 natural, +1 Dex)
See below
See below
10 ft. by 15 ft./10 ft.
None
Parry, Scent
Fort +10, Ref +8, Will +5
Str 25, Dex 12, Con 18,
Int 9, Wis 14, Cha 15
Listen +15, Spot +15

Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:

Warm forest and marsh


Herd (25-50)
6
None
Lawful neutral
11-16 HD (Gargantuan)

Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:

were discovered by the Gautier brothers, and herds representing


all four species inhabited the area where they concentrated their
explorations. Nearly all of what we know about these dinosaurs
comes from the studies of Bertrand Gautier.

SOCIETY
From the start, it was obvious that these Iguanodon descendants had evolved the simple thumb spike defense into a form of
combat very similar to human fencing. This played oddly in the
mind of Dumas fan Bertrand Gautier. The first species he discovered and studied was Iguanodon saxnychus; subsequently, he
found that the other iguanodonts behaved quite similarly. Herd
defense is the responsibility of the males, and the herd Gautier
studied had as the backbone of its defense a trio of large males he
promptly nicknamed Athos, Porthos, and Aramas. A lone
male from some defunct herd showed up during the course of the
study, and was allowed into the herd after successfully defeating
several of the other males in ritual fencing. It was inevitable that
Bertrand Gautier would nickname this one DArtangan. In
everyday life,
the herd was

The advanced iguanodonts of Storm Valley are alike in


size and social habits, but are fairly similar in combat ability, so
that they are all covered together. Aside from increased intelligence, their main point of difference is the improved armaments
each sports. The thumb spikes of their ancestors have evolved
considerably, as follows:

Iguanodon cultercheirus cutelluscheirus means knifehanded and small knife-handed iguana tooth. Its thumb
spikes consist of a short spike on the left hand and a 5-6
ft. long straight blade on the right.

Gladiusnychus means gladius-clawed (the gladius was


the short sword used by the Roman legionaries). I. gladiusnychus has a pair of thumb spikes a foot and a half in length.

Saxnychus means sax-clawed (the sax was a long sword


which gave its name to the Saxons). I. saxnychus has a pair
of straight blades up to 6 feet in length.

Shamshiriguanodon cretasus means Cretasus shamshir iguana tooth (the shamshir was the old Persian name for a
curved sword, and the root of our scimitar).
Shamshiriguanodon has slightly curved blades of the
same length.

Shamshiriguanodon was encountered first, by the initial


Union exploring party under Jerrold Connors. The others

39

led by an elderly alpha male and female who were promptly


dubbed King Louis and Queen Anne. The herds primary enemies consisted of a pack of Dolichobrachios ferox (see above),
and no one who has read thus far will be surprised to learn that the
alpha male and female of that pack were nicknamed Cardinal
Richelieu and Lady de Winter.
The herds of these iguanodonts are tightly disciplined at all
times, and the occasions when any animal wanders off even the
very young are few, indeed. Within the herd, the oldest male and
his mate are the leaders at all times, save in combat, when the
defense of the herd is given over to a small knot of vigorous males
in the prime of life. A relatively weak enemy or threat is dealt with
solely by them; a strong one means that they organize and lead the
entire herd into battle.
During the mating season, the males engage in fencing duels
with one another over the rights to the females, and some impressive displays of swordsmanship can be observed during this period. The thrusts and slashes are made at half-strength, however,
producing only light wounds that heal quickly.
At all other times of the year, the males engage in similar
duels, apparently for the sheer joy of it, as well as for practice.
Indeed, on those few occasions when the Confederates have made
friendly contact with one of these herds, sword-armed officers and
gentry were encouraged to bring their weapons and engage the
iguanodont young in fencing matches to get them used to fighting
non-iguanodont opponents.

LINNORMS (WORM DINOS,


SLITHER LIZARDS)

Skills:

Acrocanthosaurus linnormus
Huge Animal
20d10+80 (190 hp)
+0 (Dex)
40 ft.
13 (-2 size, +5 natural)
Bite +22 melee
Bite 5d8+14
10 ft. by 10 ft./15 ft.
Improved grab, swallow whole
Scent
Fort +16, Ref +12, Will +8
Str 28, Dex 11, Con 19,
Int 8, Wis 15, Cha 9
Hide +3, Listen +9, Spot +9

Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:

Warm forest, hills, plains, and marsh


Solitary or family (2 adults and 0-2 young)
8
Standard
Neutral evil
21-30 HD (Gargantuan)

Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:

COMBAT
Iguanodon cultercheirus cutelluscheirus fights in a manner
reminiscent of the rapier-and-dagger fighting of Renaissance
times. The three other species fight with two blades of the same
size, using both with equal skill. Their attack stats are:

I. cultercheirus cutelluscheirus: attack thumb blade +10


melee, thumb spike +3 melee; damage thumb blade 4d8+7,
thumb spike 2d10+5

I. saxnychus: attack 2 thumb blades +10 melee; damage


4d8+7

I. gladiusnychus: attack 2 thumb blades +10 melee; damage


3d8+7

Shamshiriguanodon: attack 2 thumb blades +10 melee; damage 5d8+8.

Parry (Ex): Any of these iguanodonts that delays its action


can use one of its hand weapons, not to inflict damage, but to
parry a blow about to land on it. This blow must be a slashing or
piercing attack, whether from the weapons of a fellow iguanodont
or the clawed hands of some carnosaur species. The parry adds the
iguanodonts attack bonus to its AC for that one attack, which may
cause the attacker to miss. The iguanodont cannot use that same
hand weapon to attack when its initiative count comes up, but the
nonparrying hands weapon can be engaged normally. An iguanodont may use both of its hand weapons in this manner during a
single round.

40

Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:

Allosaurus linnormus
Huge Animal
18d10+72 (171 hp)
+1 (Dex)
40 ft.
14 (-2 size, +1 Dex, +5 natural)
Bite +19 melee
Bite 4d8 +12
10 ft. by 10 ft./15 ft.
Improved grab, swallow whole
Scent
Fort +15, Ref +12, Will +10
Str 27, Dex 13, Con 18,
Int 9, Wis 18, Cha 12
Hide +4, Listen +12, Spot +12, Wilderness
Lore +5
Warm forest, hills, plains, and marsh
Solitary or family (2 adults, 1-2 young)
8
Standard
Chaotic good
19-24 HD (Gargantuan)

Skills:

Carcharodontosaurus linnormus
Huge Animal
22d10 +88 (209 hp)
+1 (Dex)
50 ft.
14 (-2 size, +1 Dex, +5 natural)
Bite +23 melee
Bite 6d8 +14
20 ft. by 20 ft./30 ft.
Improved grab, swallow whole
Scent
Fort +17, Ref +14, Will +8
Str 29, Dex 12, Con 19,
Int 7, Wis 12, Cha 10
Hide +3, Listen +10, Spot +7

Ceratosaurus linnormus
Huge Animal
17d10+51 (145 hp)
+2 (Dex)
40 ft.
14 (-2 size, +2 Dex, +5 natural)
Bite +18 melee
Bite 3d8+12
10 ft. by 10 ft./15 ft.
Improved grab, swallow whole
Scent
Fort +11, Ref +8, Will +5
Str 27, Dex 14, Con 17,
Int 9, Wis 10, Cha 8
Hide +5, Listen +11, Spot +11

Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:

Warm forest, hills, plains, and marsh


Solitary or family (2 adults and 1-3 young)
9
Standard
Neutral evil
23-33 HD (Gargantuan)

Warm forest, hills, plains, marsh


Solitary or family (2 adults, 0-2 young)
7
Standard
Chaotic evil
18-25 HD (Gargantuan)

Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:

Giganotosaurus linnormus
Huge Animal
25d10 +150 (288 hp)
-2 (Dex)
50 ft.
13 (-2 size, -2 Dex, +7 natural)
Bite +26 melee
Bite 8d8 +15
15 ft. by 15 ft./20 ft.
Improved grab, swallow whole
Scent
Fort +22, Ref +14, Will +9
Str 30, Dex 7, Con 23,
Int 6, Wis 13, Cha 13
Hide +3, Listen +14, Spot +10

Gorgosaurus linnormus
Huge Animal
15d10+60 (143 hp)
+2 (Dex)
60 ft.
14 (-2 size, +2 Dex, +4 natural)
Bite +17 melee
Bite 4d8+12
10 ft. by 10 ft./15 ft.
Improved grab, swallow whole
Scent, roar
Fort +13, Ref +11, Will +9
Str 26, Dex 15, Con 18,
Int 10, Wis 18, Cha 13
Hide +4, Listen +12, Spot +12

Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:

Warm forest, hills, plains, and marshes


Solitary or family (2 adults, 0-2 young)
10
Standard
Chaotic evi
26-36 HD (Gargantuan)

Warm forest, hills, desert, and plains


Solitary or family (1-2 adults, 1-4 young)
7
Standard
lLawful evil
16-22 HD (Gargantuan)

Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:

41

Skills:

Kentrosaurus linnormus
Huge Animal
15d10 +75 (156 hp)
+0 (Dex)
40 ft.
16 (-2 size, +8 natural)
Tail spikes +12 melee
Tail spikes 3d8+8
10 ft. by 30 ft./20 ft.
Pivot and swing
Scent
Fort +13, Ref +9, Will +5
Str 20, Dex 11, Con 20,
Int 1, Wis 10, Cha 6
Listen +4, Spot +2

Spinosaurus linnormus
Huge Animal
21d10 +84 (200 hp)
+1 (Dex)
40 ft.
15 (-2 size, +1 Dex, +6 natural)
Bite +23 melee
Bite 6d8+15
15 ft. by 30 ft./15 ft.
Improved grab, swallow whole
Scent
Fort +16, Ref +13, Will +9
Str 31, Dex 12, Con 19,
Int 7, Wis 14, Cha 10
Hide +3, Listen +7, Spot +12

Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:

Warm forest, hills, desert, and plains


Herd (5-10)
7
None
Always neutral
16-22 HD (Gargantuan)

Warm forest, hills, desert, plains, and marsh


Solitary or family (2 adults and 1-2 young)
9
Standard
Lawful neutral
22-33 HD (Gargantuan)

Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:

Skills:

Stegosaurus linnormus
Huge Animal
18d10+90 (189 hp)
+0 (Dex)
40 ft.
16 (-2 size, +8 natural)
Tail spikes +18 melee
Tail spikes 5d8+11
10 ft. by 30 ft./ 20 ft.
Pivot and swing
Scent
Fort +16, Ref +11, Will +6
Str 24, Dex 11, Con 20,
Int 1, Wis 10, Cha 6
Listen +4, Spot +2

Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:

Warm forest, hills, desert, and plains


Herd (6-10)
8
None
Always neutral
19-24 HD (Gargantuan)

Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:

The original term linnorm referred to a type of dragon


from Norse mythology, called a lyndwyrm by other cultures.
This was a wingless dragon that walked on two legs, with no forelimbs
for either walking or grasping.
Various real dinosaur species evolved in ways that placed less and
less emphasis on their forelimbs, and some eventually reached the point
where their forelimbs were no longer needed at all. Most species of the big

42

Skills:

Tyrannosaurus linnormus
Huge Animal
23d10+138 (265 hp)
+0 (Dex)
50 ft.
13 (-2 size, -2 Dex, +7 natural)
Bite +25 melee
Bite 6d8+15
20 ft. by 20 ft./30 ft.
Improved grab, swallow whole
Scent, roar
Fort +19, Ref +7, Will +15
Str 30, Dex 10, Con 23,
Int 8, Wis 15, Cha 13
Hide +3, Listen +11, Spot +11

Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:

Warm forest, hills, and plains


Solitary or family (2 adults and 0-2 young)
10
Standard
Lawful evil
24-45 HD (Gargantuan)

Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:

descendant of a primitive relative of Stegosaurus, has a double


row of long spines running the length of its back and tail.
Because they have no clawed forepaws to fight with, the carnivorous linnorms compensate by having enormous heads with
massive jaws, far more powerful than those of the ancestral
dinosaur.

SOCIETY
Carnivore and herbivore alike, all linnorms are solitary creatures for much of the time, dwelling at most in small herds or family groups. As much as possible, their behavior is similar to that of
their ancestral dinosaurs.

COMBAT
The stegosaurs are grazers, of course, but the rest of the linnorms are carnivores. Most creatures run for their lives when they
see these massive monsters coming. Therefore, linnorms have
learned to make the most of whatever cover is in their neighborhood, be it a hill or a thick stand of trees, preferably beside a
watering place or
game trail,

carnosaurs have useless forelimbs, and the stegosaurs are


on the way there. In Storm
Valley, all these animals
have linnorm variants, with
their forelimbs nonexistent
and their two hind legs
placed further along the torso
so as to be in the exact center of
the body, thus being in the center
of gravity. They move through an undulating, snake-like motion regulated by the two
limbs. If a linnorm of any species falls on its side, it
will heave itself up to a sitting position in one round and
stand up again in the next.
The lengths of these various beasts are as follows:
Acrocanthosaurus linnormus: 60 feet
Allosaurus linnormus: 50 feet
Carcharodontosaurus linnormus: 70 feet
Ceratosaurus linnormus: 40 feet
Giganotosaurus linnormus: 65 feet
Gorgosaurus linnormus: 45 feet
Kentrosaurus linnormus: 40 feet
Spinosaurus linnormus: 75 feet
Stegosaurus linnormus: 60 feet
Tyrannosaurus linnormus: 65 feet
The spinosaur variant has a 6
foot tall sail running the length of
its back, while the acrocanthosaur
one has a foot-tall sail on the same
spot. Kentrosaurus linnormus, a

43

where they wait for potential prey to walk by. When it does, the
carnivorous linnorm will be upon it in a single stride, taking a
massive bite out of the victim which, if it does not kill it outright,
will severely cripple it, making it incapable of running away.
Once that is done, the hapless prey must fight to the death to the
best of its ability. Predatory linnorms will also eat carrion, of
course, and they often make use of their gigantic size to drive lesser carnivores, or even a pack of them, from their kills.
The carnivores among the linnorm group fight with their
powerful jaws, the stegosaurs with their spiked tails. In addition,
various linnorms have other special combat qualities.
Improved Grab (Ex): A carnivorous linnorm that hits a
Medium-size or smaller creature with its bite attack may grab it.
It may then attempt to swallow it whole.
Swallow Whole (Ex): A carnivorous linnorm can swallow a
Medium-sized or smaller creature with a successful grapple
check. Swallowed creatures take 2d8+8 points of crushing damage plus 8 points of acid damage per round. A swallowed creature
may cut itself out by using Small or Tiny slashing weapons to deal
25 points of damage to the linnorms innards (AC 20).
Pivot and Swing (Ex): The two-limbed stegosaur species
have a neat trick, in which they can pivot on one heel and swing
about quickly for 180 degrees, so that a foe that was facing the
dinosaurs head will be struck by the spiked tail. For purposes of
this attack, their reach is measured to both their rear and rear. In
addition, this pivot and swing attack does double damage, due to
the sheer weight and momentum behind the stegosaurs movement.

44

LIOPLEURODON GIGANTIS
(SWIMMING DEATH)

Skills:

Liopleurodon gigantis
Colossal Animal
15d10+120 (203 hp)
+2 (Dex)
Swim 40 ft.
15 (-8 size, +2 Dex, +11 natural)
Bite +16 melee
Bite 7d10 +20
30 ft. by 100 ft./20 ft.
Improved grab, swallow whole
Blindsight, scent
Fort +17, Ref +11, Will +10
Str 37, Dex 14, Con 27,
Int 2, Wis 12, Cha 9
Hide +10, Listen +11, Spot +11

Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:

Warm aquatic
Solitary
10
None
Chaotic evil
16-30 HD (Colossal)

Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:

Liopleurodon gigantis is a gigantic version of the original


pliosaur (short-necked plesiosaur) Liopleurodon of Earth, but
whereas the original was 80 feet long with flippers 10 feet long,
this monster is from 100-120 feet long with 15-foot flippers.
The jaws are likewise 15 feet in length, half again as
large as those of its fearsome ancestor.
Covered with vertical stripes that alternate between midnight blue and
dark purple, this creature is difficult to see when the water is
dark, as in the depths or when a
storm is taking place, and it
often takes a great gulp of
air and deliberately heads
into the shadowy depths to
lie in wait for passing
prey, which in practice
means virtually anything
else that swims in the
Tempest Sea.

MALEEVOSAURUS NASIPILUM
(NOSE LANCER)

Skills:

Maleevosaurus nasipilum
Huge Animal
14d10+42 (119 hp)
+2 (Dex)
50 ft.
17 (-2 size, +2 Dex, +7 natural)
Gore +10 melee, bite +4 melee, claws +1
melee
Gore 2d12+7, bite 2d6+3, claws 1d4
10 ft. by 10 ft./10 ft.
Charge for double damage
Scent
Fort +11, Ref +8, Will +5
Str 25, Dex 15, Con 17,
Int 7, Wis 11, Cha 9
Hide +7, Listen +11, Spot +12

Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:

Warm forest, hills, and plains


Solitary
6
Standard
Chaotic evil
15-21 HD (Gargantuan)

Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:

Liopleurodon gigantis is a solitary hunter, and one which is


quite aggressive toward others of its kind when it comes to driving them out of its private hunting grounds. Needless to say, predators of other species receive similar treatment, assuming they are
not so small that they are simply killed outright and devoured.
Fights to the death and cannibalism are not unknown to the interspecies combats of this monster.

Maleevosaurus nasipilum is a descendant of the original


Asian dinosaur Maleevosaurus. A relatively small (20-30 feet
long) predator, it had a large horn on its snout. Unlike
Ceratosaurus, however, this horn was sharp and pointed. With the
Storm Valley descendant, this tendency has been exaggerated,
until the nasal horn is now an effective weapon. With a hide that
is a mottled black and dark green in color, this carnosaur is well
suited for ambushing prey in most of its range, and in the open
plains, it can run down most victims.

COMBAT

SOCIETY

Liopleurodon gigantis fights solely with its massive jaws, and


in fact, it needs no other weapon. Its highly-developed sense of
smell, combined with good night vision and keen hearing, make it
a terror of the ocean depths. It also has some unusual powers.
Improved Grab (Ex): If this giant pliosaur hits a Mediumsize or smaller opponent with a successful bite attack, it may grab
it and attempt to swallow it whole.
Swallow Whole (Ex): L. gigantis can swallow a Mediumsize or smaller creature with a successful grapple check.
Swallowed creatures take 2d8+8 points of crushing damage, plus
8 points of acid damage per round. A swallowed creature may cut
itself out by using Small or Tiny slashing weapons to deal 25
points of damage to the monsters innards (AC 20).

M. nasipilum (nose-lance) is a solitary beast, the sexes only


coming together in the mating season. At this time, the males
compete for the right to breed by means of an elaborate game of
chicken, repeatedly rushing at one another in a seemingly lethal
charge, heads bowed and nasal horns pointed forward, only to pull
away at the last moment. The carnosaur that takes the longest time
to pull out is the top dog when it comes to choosing a mate, and
the withdrawal times of the other males determines not only their
order in choosing a mate, but also their place in the loose community. When two males meet and compete over the same hunting ground between breeding seasons, the one who pulled out of
the charge quickest must give way for the other. These dinosaurs
are evil, but that doesnt mean they engage in practices that are
suicidal for their species survival.

SOCIETY

45

COMBAT
Like any other carnosaur, Maleevosaurus nasipilum fights
with its teeth and claws. Its main weapon, however, is its nose
horn. Its gore attack does double damage if the dinosaur charges
its opponent.

MEGALOCHELYS THALASSOS
(DEEP SNAPPER)

Skills:

Megalochelys thalassos
Gargantuan Animal
18d10+144 (243 hp)
-2 (Dex)
10 ft., swim 30 ft.
22 (-4 size, -2 Dex, +18 natural)
Bite +17 melee
Bite 4d8+14
40 ft. by 60 ft./15 ft.
Armor nullification
None
Fort +21, Ref +4, Will +4
Str 28, Dex 6, Con 26,
Int 1, Wis 6, Cha 8
Spot +16

Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:

Warm aquatic
Solitary
8
None
Always neutral
19-36 HD (Colossal)

Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:

Megalochelys thalassos, the huge turtle of the sea, is a


descendant of the Mesozoic sea turtle Archelon, but where that
turtle was only 12 feet long, this monster is 60 feet long and 40
feet across, with large eyes, a red-rimmed beak that stands out
from the dull brown of the rest of the animal, and a backwardsloping shell composed of massive, shingle-like scales. It is an
omnivore, feasting on seaweed and dead or injured marine animals, while its protective carapace gives few of the Tempest Seas
many large predators an opportunity to prey on it in turn. Its
tongue is wormlike in appearance, and it often lies on the sea bottom wiggling its tongue in its open mouth to attract hungry fish
into its beak.

SOCIETY
Like all sea turtles, Megalochelys thalassos is a solitary creature. The female lays her eggs on shore and buries them, and out
of several dozen eggs, only a few offspring will survive to reach
adulthood.

46

COMBAT
This massive turtle fights with its powerful beak, which gives
it a rather nasty extra attack.
Armor Nullification (Ex): The crushing beak of this enormous sea turtle has so much power in it that the armor bonus of
any creature suffering a bite attack is halved, and yes, that
includes manmade body armor, and even Union ironclad armor.
Sorry.

BYPRODUCTS
The flesh and eggs of this monster are quite delicious, and the
calipee (the soft lining inside the shell) alone sells for $800
because of the exquisite soup that can be made from it. Because
these creatures are too stupid to be trained, food is the only reason
to obtain their eggs. In addition, the invulnerable upper and lower
halves of the carapace can be made into armor plating for Colossal
creatures such as tamed brachiosaurs, a complete shell costing
$3,000. This is heavy armor, with a +8 armor bonus, max Dex
bonus of +0, and armor check penalty of -8. A treated, ready-towear suit of armor costs $8,000.

MULTICERATOPS TARBOS
(MEGAHORN)

Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:

Multiceratops tarbos
Huge Animal
16d10+128 (216 hp)
-1 (Dex)
30 ft.
18 front (-2 size, -1 Dex, +11 natural),
11 sides (-2 size, -1 Dex, +4 natural)
Gore +15 melee
Gore 3d8+8
10 ft. by 20 ft./10 ft.
Charge for double damage, trample
Scent
Fort +18, Ref +9, Will +6
Str 20, Dex 8, Con 26,
Int 6, Wis 12, Cha 8
Listen +8, Spot +8
Warm forest, hills, and plains
Solitary or herd (10-100, 50% young)
7
None
Always neutral
17-34 HD (Gargantuan),
35-50 HD (Colossal)

Multiceratops tarbos, the alarming multi-horn face, is a ceratopsian dinosaur built on the order of Triceratops, but far more
abundantly adorned. Its snout has two nasal horns, a 3-foot one
curved outward like a saber, plus a smaller, straight 2-footer. It has
the pair of eyebrow horns of its relative, but also a third horn
placed in between on the forehead, like that of a unicorn. Finally,
the bony frill is covered with long spines like those of styracosaurus. The overall effect is impressive and alarming, and few
are the predators, whether dinosaur, human, or alien, who want
anything to do with a head-on battle with this horned behemoth.
Maximum length is 30-35 feet, while the animal can weigh up to
25,000 pounds.

SOCIETY
Multiceratops lives in herds for much of the time; a solitary
animal, even one as formidably armed as this one is, can be easy
prey for an ambush predator who strikes it from behind. The head
is pale, almost bone-white, for much of the time, standing out
from the blackish-purple body, but at will the creature can flush
more blood into its facial veins, turning the entire head first pink,
then vivid red in quick succession. Although this display can, and
often is, used to ward off a predator, its most common application
is during the breeding season. When competing for the favors of
a female, two bulls will face off against one another and commence bellowing and flushing until one or the other is thoroughly

intimidated (or perhaps just exhausted by the effort). When a


predator appears, though, the entire herd acts as one, forming a
circle with the young inside and the adults out, their heads forming a bristling barrier to any attack. Naturally, they cant stay there
forever, and a particularly persistent predator will be aggressively
charged by several of the larger males at once if he hangs around
for much more than an hour. In the advent they are faced by a virtual wolf pack of carnosaurs or raptors, all of the males, along
with those females (if any) not guarding young will charge out
and engage the enemy in a general melee.

COMBAT
As with all its kind, Multiceratops fights by goring with its
horns. It also shares with its ceratopsian kin a pair of special
attacks listed below.
Charge For Double Damage (Ex): A Multiceratops that can
stand off from the enemy and then charge him builds up enough
momentum so that when the collision occurs, twice the average
amount of damage is inflicted. Note that all goring attacks after
the initial collision will be standard unless/until the creature can
back off for another charge.
Trample (Ex): This beast can trample creatures of Medium
size or smaller, inflicting 2d12+10 points of damage on them.
Targets who do not make attacks of opportunity may make a
Reflex save (DC 23) to take half damage instead.

47

BYPRODUCTS
As with all ceratopsians, the flesh of Multiceratops is quite
palatable, while its head would be a prize to any trophy hunter.

NANOTYRANNUS ACINONYX
(SPEED DEMON)

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Nanotyrannus acinonyx
Large Animal
5d10+20 (48 hp)
+2 (Dex)
80 ft.
16 (-1 size, +2 Dex, +5 natural)
Bite +7 melee, claws +1 melee
Bite 1d10+5, claws 1d2
5 ft. by 5 ft./10 ft.
Scent
Fort +8, Ref +6, Will +2
Str 20, Dex 15, Con 19,
Int 7, Wis 12, Cha 12
Run
Hide +7, Listen +12, Spot +12
Warm plains and desert
Solitary or family (1-2
adults, 1-2 young)
4
Standard
Neutral evil
6-10 HD (Large)

The original Nanotyrannus was a small tyrannosaur, about 15


feet in length. N. acinonyx is the same size, but of lighter build,
and as the word acinonyx (cheetah) in its name suggests, it is
capable of attaining extremely high speeds in a run, possibly 80
mph or more. With black stripes above and a sandy yellow belly,
it is a striking animal in appearance, and its speed enables it to
easily run down any of the hypsilophodonts or other small
dinosaurs that are its standard prey.

SOCIETY
Like true cheetahs, these dinosaurs hunt alone or in mated
pairs. A mated pair will stay together until the young are almost
fully grown, then break up as the youngsters are driven off to
survive on their own. Because they require far less food than
their huge relatives, and can cover territory swiftly when searching for new hunting grounds, they do not compete as fiercely for
territory as most tyrannosaurs do.

COMBAT
Nanotyrannus acinonyx fights with its jaws and clawed forehands. Although it is not all that much larger than a grown man,
it nevertheless hunts humans when other prey is scarce, and its

48

speed and agility make it particularly feared and hated by lone


prospectors, explorers, and hunters, any of whom could be picked
off at any time for a meal.

BYPRODUCTS
A full set of teeth and claws from this small tyrannosaur will
sell for $100. In addition, the leg muscles can be sold for $200 to
medicinal dealers who claim that digesting them will somehow
make the eater faster on his feet.

OVIRAPTOR ARBOPHAGUS
(TREE BEAK)

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Oviraptor arbophagus
Medium Animal
2d10+8 (19 hp)
+2 (Dex)
60 ft.
16 (+2 Dex, +4 natural)
Bite +6 melee
Bite 1d8+8
5 ft. by 5 ft./5 ft.
Crunch wood
Scent
Fort +6, Ref +4, Will +2
Str 18, Dex 14, Con 18,
Int 6, Wis 15, Cha 8
Hide +8, Listen +8, Spot +8
Warm forest, hills, mountains, desert,
plains, or marshes
Solitary or pair
1
Standard
Chaotic neutral
3-4 HD (Medium),
5-8 HD (Large)

O. arbophagus is a tree-eating descendant of the original


Oviraptor. Unlike its ancestor, this creature is an omnivore;
though it is largely herbivorous, it will eat eggs or rotten flesh
when the opportunity presents itself. Eight feet in length, its powerful horny beak enables it to chew and devour any vegetable matter, including wood, thorn bushes, and in the desert cacti.
Obviously, this means the creature can live in virtually any terrestrial environment, and this is reflected in the stats above.
O. arbophagus also relies on stealth and camouflage more
than its ancestor does. There are several subspecies of this creature, with those that dwell in closed terrain, such as forests, jungles, marshes, and tree-covered mountains and hills, being a mottled pine green and midnight blue in color, while those that dwell
in open plains and deserts are grass-green or sandy yellow in hue,
respectively.

SOCIETY
This creature lives alone, though a mated pair will often stick
together for a short while after the breeding season is over.
Oviraptor arbophagus attracts a mate by performing an elaborate
dance, which involves a great deal of head-bobbing and tail-lashing, along with short intervals in which it balances itself solely on
one hind leg for perhaps a minute or so.

COMBAT
Like its ancestor, O. arbophagus fights only by means of biting with its horny beak. Its power, and the creatures own feeding
habits, give it a special attack.
Crunch Wood (Ex): Because it eats wood, it follows that this
dinosaurs bite can crush anything made of wood, including clubs,
wooden spears, shields, and other such objects. Its bite inflicts
double damage against any wooden object. As a matter of fact,
this ability, plus the fact that the animals favorite food is salted
wood, makes it a major nuisance for human explorers and settlers.
Fun Facts With Science! Human perspiration is full of salt. In
the Broncosaurus Rex universe, most human tools have wooden,
rather than plastic, handles, thanks to the generally lower technology levels. When humans work i.e., use their tools they tend
to sweat, and this sweat is absorbed by the wooden handles,
stocks, sides, etc. Thus, like porcupines on Earth, Oviraptor
arbophagus makes a major pest of itself by devouring any wooden item that has absorbed human sweat: the handles of hammers,
saws, axes, screwdrivers, shovels, picks, and other tools, pistol
butts and the stocks of rifles, shotguns, and submachine guns,
bows, arrow shafts, wooden quivers and scabbards, spear and harpoon hafts, wooden crates, chests, and boxes, tent poles, baseball
bats, some sword and dagger hilts, shields, and just about any type
of wooden furniture or structure.
Although the animal itself is not much of a threat in combat, if
it can sneak into camp and get among the characters possessions, it

49

PENTACERATOPS TARBOMONSTRUM
(BLADE DUELER)

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can easily wreak enough damage so as to decrease their chances of


survival: spoiling provisions, gnawing water barrels until they leak,
ruining weapons, and so on. A gun whose butt or stock is ruined limits the wielders ability to get a good grip on it; he suffers at least a
-2 circumstance penalty when aiming with that weapon.
As for the rest, enjoy coming up with new ways to make your
players lives miserable through the travails of their characters.
You havent lived until youve heard a Confederate character
howl because the handle, hilt, butt, or stock of his personal heirloom weapon and the weapon itself, by implication has been
absolutely ruined by the alimentary designs of one of those
!@#$%^&* oviraptors!

BYPRODUCTS
There is a small market for the hides of these animals, with
those of desert or savanna species selling for $10 apiece, while the
far more attractive ones of the forest, jungle, marsh, hill, and
mountain-dwellers sell for $60. Of course, the more lucrative prey
lives in areas where it has plenty of places to hide, as well as plenty of cover to enable it to sneak into camp and turn the tables on
its hunters. Some brave souls are even willing to pay $50 per egg.
The idea here is to eventually raise a pack of trained oviraptors
that will leave their owners stuff alone, but sneak into an enemys
camp and wreak havoc with his weapons and other gear. So far,
the results have been disappointing, to say the least, as hunger
always seems to overcome even the strictest training.

50

Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:

Pentaceratops tarbomonstrum
Huge Animal
16d10+128 (216 hp)
-1 (Dex)
30 ft.
20 front (-2 size, -1 Dex, +13 natural),
13 sides (-2 size, -1 Dex, +6 natural)
Gore +16 melee
Gore 3d6+7
10 ft. by 20 ft./10 ft.
Charge for double damage, passing slash,
trample
Scent
Fort +18, Ref +9, Will +8
Str 22, Dex 9, Con 26,
Int 6, Wis 13, Cha 10
Ride-by Attack
Listen +8, Spot +8
Warm forest, hills, and plains
Solitary or herd (10-100, 50% young)
7
None
Always neutral
17-32 HD (Gargantuan),
33-48 HD (Colossal)

Pentaceratops tarbomonstrum, the five-horned alarming


monster, is a descendant of the original ceratopsian dinosaur
Pentaceratops. This creature had three regular horns in the manner
of Triceratops, but in addition, had a short spike jutting out of each
side of its lower jaw. With P. tarbomonstrum, these spikes have
evolved into a pair of slashing blades up to six feet in length. The
entire animal is at least 30 feet in length, though larger specimens
have been reported.

SOCIETY
Pentaceratops tarbomonstrum lives for the most part in herds,
though some aging and irritable old bulls make such a nuisance of
themselves that they are driven from the herd and forced to live
alone. When facing a solitary member of this species and determining its reaction to the party, lean toward the aggressive side,
since they tend to charge on sight, out of sheer orneriness.
Unlike most ceratopsians, these creatures attract their mates
by means of a pungent and not unpleasant-smelling musk that the
males give off; their armament is entirely too lethal to risk headto-head combat. The best-smelling male gets first pick of the
females, the second-best one second pick, and so on down the
line. When the herd comes under attack, though, leadership passes automatically to the largest and oldest beasts. Whenever possi-

ble, the young will be tucked away in a corner where the predators cant get at them from behind, such as a cliff, while the
females form a protective wall between them and the flesh-eaters.
This frees up the males to charge aggressively at the menace until
it is either dead or driven off.

PILUMCEPHALUS VELOS
(LANCE-HEAD)

COMBAT

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P. tarbomonstrum gores with its horns, as do nearly all ceratopsians, but it also has some special attacks.
Charge For Double Damage (Ex): If the animal is at a distance from the foe and charges, it can build up sufficient momentum so that its horns do double damage at the moment of impact
(and only at the moment of impact; all subsequent goring attacks
do normal damage until the beast can charge again).
Passing Slash (Ex): If the ceratopsian merely brushes beside
the enemy, instead of colliding with him head-on, the scythe blade
on that side of the dinosaurs lower jaw may cut through the foe.
This attack is evaluated in the same manner as the Ride-by
Attack feat. The pentaceratops can use a charge attack to move
and attack, then continue moving. This does not provoke attacks
of opportunity. The pentaceratops must continue to move in a
straight line for the length of the charge, as with the Ride-by
Attack feat.
Because it has two slashing blades, the ceratopsian can use
this attack on two foes if they are both within reach on opposite
sides of its head.
Against a carnosaur, the usual effect is to cut one of the
predators hind legs out from under it, hopelessly crippling it and
forcing it to fall to the ground, helpless and vulnerable to a trampling attack, while human and raptor enemies have been known to
have their torsos completely sliced in two.
Trample (Ex): This ceratopsian can trample creatures of
Medium-size or smaller, inflicting 2d12+8 points of damage, or
half that if the enemy makes a Reflex save (DC 23) rather than
launching an attack of opportunity.

BYPRODUCTS
The flesh of these animals is delicious, and the massivelyarmed head is a trophy hunters dream. In addition, the musk
glands of the males each male has two sell for $800 apiece to
perfume manufacturers.

Skills:
Feats:

Pilumcephalus velos
Huge Animal
11d10+44 (105 hp)
-1 (Dex)
50 ft.
13 (-2 size, -1 Dex, +6 natural)
Head gore +7
Head gore 3d6+7
10 ft. by 20 ft./10 ft.
Double damage with charge
Scent
Fort +9, Ref +5, Will +3
Str 23, Dex 9, Con 19,
Int 4, Wis 11, Cha 9
Listen +4, Spot +4
Improved Bull Rush

Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:

Warm plains, forest


Herd (5-10)
6
None
Neutral
12-16 HD (Gargantuan)

Pilumcephalus velos, the swift lance-head, is a highly-specialized descendant of the bonehead pachycephalosaurus. The
dull bony dome has been transformed into a lance point a full yard
in length, capable of inflicting terrible damage on any opponent.
This lance is a pure bone white in color, standing out in stark contrast to the creatures mottled blue and muddy brown hide.

SOCIETY
Needless to say, the head armament of these creatures makes
head-butting out of the question for settling interspecies disputes.
To attract a harem of females during the breeding season, each
male performs an elaborate and to a watching human somewhat silly-looking dance, with many bows and much head-bobbing, as well as the occasional forward lunge at an imaginary
enemy (interpreted as a promise to protect his mates, although
females as well as males have the lance-heads and participate in
defense against predators).
Both sexes take care of the young. Young females will be permitted to stay on awhile after reaching adulthood, but the males
are invariably driven off, to keep them from usurping their
fathers place as head of the harem. Each herd has its own territory, and both predators and outsiders of their own species are driven off at once by aggressive charges.

COMBAT
Pilumcephalus velos has had to evolve to extraordinary

51

use the rest of the skull as a club, either a regular one or as a flail,
the skull being attached to the animals flexible spine. Because
this creatures aggressive behavior makes it an ideal guard animal
for enclosed compounds where it doesnt have to obey a trainers
commands, its eggs are worth $100.

POTAMOCERATOPS CRETASUS
(RIVER BRONCO)

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lengths in order to deal with the terrible carnivores of Storm


Valley. The appearance of the lance head has turned the entire animal into a single massive weapon. When thrusting at close range,
the dinosaur can inflict 3d6+7 points of damage with its gore.
However, standing off at a distance and then charging is much
preferred, as the initial impact will then cause 6d6+14 points of
damage.
As with the ancestral boneheads, these creatures will coordinate their attacks, with half the herd charging at once, then the second wave charging while the first wave withdraws to gather space
for another high-speed charge.

BYPRODUCTS
The skulls of these creatures are much sought-after by trophy
hunters, garnering as much as $300. Wild ones and other wilderness-dwellers and settlers, however, prefer to snap the lance head
off from the main part of the skull and use it as either the basis of
a spear or, for those who prefer a more civilized type of melee
combat, the blade of a homemade rapier or longsword.
Pilumcephalus-point swords are much in demand among the
Confederate gentry, a finished weapon earning the crafter as much
as $100, though there are some snobs skilled with their hands who
prefer a real mans sword which they have fashioned themselves after personally killing the donor dinosaur. When wild ones
have removed the lance head for use as a spear point, they often

52

Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:

Potamoceratops cretasus
Huge Animal
20d12+180 (290 hp)
-2 (Dex)
30 ft., Swim 10 ft.
19 front (-2 size, -2 Dex, +13 natural),
9 sides (-2 size, -2 Dex, +3 natural)
Bite +18 melee
Bite 3d8+9
10 ft. by 20 ft./10 ft.
Ram boat
Immunity to poison, scent
Fort +18, Ref +8, Will +6
Str 28, Dex 8, Con 28,
Int 6, Wis 13, Cha 8
Listen +8, Spot +8
Warm freshwater
Solitary or herd (10-40, 50% young)
8
None
Always neutral
21-40 HD (Gargantuan),
41-50 HD (Colossal)

Potamoceratops cretasus, the Cretasus river horn-face, has


a slightly deceptive name, as this ceratopsians horns a pair of 2ft. eyebrow horns and a foot-long nasal horn, all blunt are totally useless in defense. This creature is the Storm Valley equivalent
of the hippopotamus, being a massively corpulent creature that
wallows in the rivers, lakes, and marshes of this corner of
Cretasus. It is bulkier and less agile than its relative Triceratops,
has a much-reduced bony frill that still protects the head, and
sports a pair of massive beaked jaws that can do terrible damage
in combat. This creatures whitish-yellow head is in sharp contrast
to the silky blackness of its hide, and the largest specimens reach
a length of 60 feet, with the head alone being 12 feet across.

SOCIETY
Although few predators care to face this creature even when
its alone, it prefers the company of others due to a gregarious
nature, and stretches of river and marsh seem at times to be positively alive with these animals as they thrash and splash about.
Each adult male has his own harem, generally won by intimidat-

ing rivals with threat displays. The inside of each Potamoceratops


mouth is a vivid reddish-orange in color, making an intimidating
sight, indeed, particularly when the animal is roaring at the same
time its mouth is wide open. Still, there are times when this
attempt at psychological warfare fails. Then the great jaws come
into play, and many P. cretasus males bear abundant scars from a
series of fierce and bloody battles. All differences between individuals are forgotten when a common threat such as a predator
appears, and every adult in the herd will participate in the mutual
defense.

COMBAT
The massive jaws of Potamoceratops are terrible weapons,
with a single bite often being sufficient to sever the leg of even
one of the largest carnosaurs. As a result, these tend to direct their
attentions to the aged, the young, and the sick and injured, particularly when the intended victim has strayed from the rest of the
herd and the carnivores have numbers on their side.
Aside from its bite, this dinosaurs has a number of qualities
that come into play in combat:
Ram Boat (Ex): One trait this ceratopsian shares with the
earthly mammal it resembles is an irritable nature that manifests
itself in severe hostility toward water craft. Whenever the party is
traveling by boat and encounters one of these creatures, roll 1d6;
even numbers mean the creature attacks on sight, ramming the
boat and biting it. Boats smaller than the creature are automatically capsized; boats of equal size or one increment larger may do
so at the GMs discretion.
Immunity to Poison (Ex): Like real hippos, pigs, and other
fat animals, this creature shows a heightened resistance to poisons, taking half damage at most from them, and then only if it
fails its saving throw. If the poison causes nausea, puts the victim
to sleep, paralyzes him, etc., then the effects will only last half as
long as normal, again assuming a failed saving throw.

BYPRODUCTS
The flesh and fat of this dinosaur are delicious, the latter so
much so that it is even eaten raw. The hide is so tough that it can
be used in making hide armor, with an intact hide (which costs
$6,000) having sufficient material to produce a half-dozen suits of
Medium-size armor. This armor gives a +5 armor bonus, max Dex
bonus of +4, armor check penalty of -2, and a weight of 30
pounds.
The massive head is popular among trophy hunters, though
not as much as that of other ceratopsians; aside from the horns
being so small, the head is simply so huge that its hard to find a
wall large enough to hang it from and a room large enough to display it. Its eggs are also eaten, though few egg thieves have gotten away with their thievery. Finally, the folk medicine dealers
among the pioneer settlements are willing to pay $800 for the
massive liver, which is not only delicious, but is (falsely) rumored
to transfer to the eater the previous owners resistance to poison.

PTERANODON PILUMGNATHUS
(SWORD WING)

Skills:

Pteranodon pilumgnathus
Huge Animal
12d8+24 (78 hp)
+2 (Dex)
20 ft., fly 70 feet (good)
13 (-2 size, +2 Dex, +3 natural)
Bite +7 melee, rake +5 melee
Bite 2d8, rake 1d6+2
10 ft. by 30 ft./10 ft.
Dive, improved grab
Scent
Fort +9, Ref +9, Will +4
Str 17, Dex 14, Con 14,
Int 7, Wis 12, Cha 5
Listen +3, Spot +12

Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:

Cliffs, mountains
Solitary or pair
4
Standard
Always neutral
13-24 HD (Huge)

Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:

53

an opponent or ram an aerial one to do 3d12+4 damage at the


moment of impact. An opponent who is climbing up to the nest (or
simply mountain-climbing and attacked by mistake) must make a
successful Climb check (DC 20) or else the pain and impact will
cause him to lose his grip.
Improved Grab (Ex): The pterosaur can use this specialized
routine if it hits a Medium-sized or smaller creature with either its
bite or rake attack. It can then carry the target to a great height and
drop it. The pteranodon can carry targets in both its beak and
claws, but no more than one target can be carried at once.

BYPRODUCTS
The head of this pterosaur is sought after by trophy hunters,
and some people even like to have the entire animal mounted and
suspended above a courtyard or similar area in a wings-widespread pose. Wild ones and others can use the two halves of the
sharp beak to make spear points or sword blades, with two
weapons made from each beak.

SEGNOSAURUS URSOIDES
(URSASAUR, BEAROSAURUS)

Pteranodon pilumgnathus is a lance-jawed descendant of


the original flying reptile Pteranodon. Besides being slightly
tougher and stronger, its beak is longer and more sharply pointed,
having evolved to be used as a weapon against large opponents. It
has a thirty foot wingspan and its jaws are toothless. Dark pine
green above and sky blue below is its usual coloration, though
those which concentrate on catching seafood may be sea green
above instead. In both cases, the creatures coloration is intended
to protect it from enemies above (including other flyers) and conceal it from prey below.

SOCIETY
This creature nests only on the highest cliffs and mountain
peaks, giving it an immense advantage over any intruders or egg
thieves that try to reach it. It preys on both terrestrial animals and
seafood, the pterosaurs coloration having a lot to do with where
it hunts. Up to four young fledglings will be in the nest of a mated
pair. Both parents participate in the defense of the nest.

COMBAT
These pterosaurs can fight by biting with their beaks and
making raking passes with their clawed hind feet, but they have
several special attacks as well.
Dive (Ex): Taking advantage of its more robust physique and
more sharply-pointed beak, P. pilumgnathus can literally dive into

54

Skills:
Climate/Terrain:
Organization:

Segnosaurus ursoides
Huge Animal
11d10+44 (105 hp)
-1 (Dex)
30 ft.
14 (-2 size, -1 Dex, +7 natural)
2 claws +8 melee
2 claws 3d8+4 each
10 ft. by 15 ft./5 ft.
Fort +8, Ref +5, Will +3
Str 22, Dex 9, Con 18,
Int 3, Wis 11, Cha 9
Listen +11, Spot +9
Warm forest, hills, mountains, and marshes
Solitary or family (1-2 adults, 0-2 young)

Challenge Rating:
Treasure:
Alignment:
Advancement:

6
None
Chaotic neutral
12-18 HD (Huge)

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Initiative:
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AC:
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Segnosaurus ursoides is a bear-shaped descendant of the


original dinosaur Segnosaurus. This was an animal with the general outline of the prosauropod dinosaurs, such as plateosaurus,
but with massive bearlike claws on the forelimbs. S. ursoides has
exaggerated these trends, being bulkier by far, with larger claws,
and with a neck and tail of only moderate length. It is one of the
closest dinosaur counterparts to a true bear there is. Perhaps a
ground sloth would be a better comparison, though, as this creature is a pure vegetarian like that animal, using its huge claws not
only for self-defense, but also for digging up the tree roots that

make up the bulk of its diet. It is for this reason that it only lives
where there are trees in abundance; it may venture onto lightlywooded savannas from time to time, but in general is restricted to
the environments listed above. The entire animal is a dirty brown
in color, and is 30-35 feet long.

SOCIETY
Like bears, this dinosaur is solitary for much of the time,
seeking company only during the breeding season. Unlike its
mammalian counterparts, however, the males help the females
raise the young. The family den and the homes of solitary
beasts, for that matter consists of a cave in rocky terrain amongst
the most tangled thickets to be found, allowing the defender to get
its back against as solid a wall as possible. Both parents fight to
protect their young, and after these animals are half-grown, they,
too, will participate in the common defense, having half-average
hit points and doing half-damage with their claws. Because of
their choice of diet, only rarely do these creatures come into conflict with one another over grazing grounds.

COMBAT
Segnosaurus ursoides fights by means of its powerfullyclawed forearms, both of which can inflict up to 28 hp damage per
blow.

BYPRODUCTS
The claws of this creature, which can be up to a foot in length,
are much sought after as dagger blades, a full set from one animal
costing $500. The flesh is also edible, and the hide makes good
leather, an intact hide selling for $300.

SIRENISAURUS MACROLOPHUS
(SONG HUNTER)

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Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Climate/Terrain:
Organization:

Sirenisaurus macrolophus
Huge Animal
16d10+64 (152 hp)
+1 (Dex)
50 ft.
14 (-2 size, +1 Dex, +5 natural)
Bite +16 melee, claws +5 melee
Bite 3d8+6, claws 1d8
10 ft. by 10 ft./10 ft.
Improved grab, swallow whole
Mimicry of hadrosaurs (duckbills)
Fort +13, Ref +13, Will +8
Str 22, Dex 13, Con 18,
Int 10, Wis 18, Cha 15
Hide +8, Listen +12, Spot +10
Warm forest, hills, desert, plains,
and marsh
Solitary or family (1-2 adults, 1-2 young)

Challenge Rating:
Treasure:
Alignment:
Advancement:

7
Standard
Neutral Evil
17-32 HD (Gargantuan)

Sirenisaurus macrolophus, the big-crested siren lizard, gets


its name from two prominent characteristics. The big crest is a
weirdly-shaped hollow head crest, which it can use to imitate the
calls of any type of duckbilled dinosaur dwelling in Storm Valley,
while the siren part comes from the use it makes of this feature:
to draw unwary duckbills to their doom.
This huge carnosaur is a specialized hunter and slayer of
hadrosaurs, or duckbills, which are among the most numerous of
the large herbivorous dinosaurs. The hollow head crest is filled
with separate chambers, all of which can be sealed off at will via
flaps of muscle. Using them, Sirenisaurus can not only imitate the
calls of any duckbill, but it can even make itself sound at will like
male or female, old or young, or even an injured animal. It can
even differentiate between mating calls and bugles of alarm, as
well as calls for help.
According to the accounts of those parties which have taken
normal duckbill mounts from the Main Valley into Storm
Valley, Sirenisaurus can even imitate their calls, though whether
this is due to learning and mimicry after hearing them or some
ingrained instinct is, as yet, unknown.

55

or smaller opponent with a successful bite attack may grab it. It


may then attempt to swallow it whole.
Swallow Whole (Ex): A sirenisaur can swallow a Mediumsize or smaller victim with a successful grapple check. Swallowed
creatures take 2d8+8 points of crushing damage plus 8 points of
acid damage per round. A swallowed creature may cut itself out
by using Small or Tiny slashing weapons to deal 25 points of damage to the sirenisaurs innards (AC 20).

BYPRODUCTS
The skull of this carnosaur is in great demand, both as a trophy in its own right and as a tool for attracting duckbills for
human hunters. This means the eggs of this creature are in great
demand as well, for those who want the ultimate hunting beast
when going after duckbills.

SPINOFLAGELLA PELOROS
(WHIPLASHER)

SOCIETY
This carnosaur hunts alone, via ambush, or in small family
groups. Sometimes, when cover is scarce, one adult will sound the
alarm call of a particular species to stampede them in the general
direction of the other, which is lying in wait. Although evil, the
parents take excellent care of their young, though they often subject dying prey to torture as they teach the young carnosaurs how
to kill. The mating season itself is the scene of unimaginable
bugling and other cries, as each male tries to outdo the others with
the variety and quality of calls he can make.

COMBAT
Primarily an ambush predator, Sirenisaurus macrolophus is
ready for open combat if necessary. This is important, because its
success as a duckbill-hunter means that all the other carnivores in
the area like to follow along, to steal the kill if they can and scavenge from the scraps if they cant. When a sirenisaur seeks to lure
prey into an ambush by imitating the cry of an injured animal, it
often inadvertently attracts a carnosaur seeking an easy meal, and
Storm Valley carnosaurs such as Allosaurus temnonychus and
Tyrannosaurus linnormus take disappointment quite poorly,
indeed. Against smaller opponents, it also has a pair of special
attacks:
Improved Grab (Ex): A sirenisaur that hits a Medium-size

56

Skills:

Spinoflagella peloros
Huge Animal
14d10+98 (175 hp)
-2 (Dex)
25 ft.
20 (-2 size, -2 Dex, +14 natural)
Tail lash +15 melee
4d6
10 ft. by 20 ft./20 ft.
Coiling lash
Scent, defensive crouch
Fort +17, Ref +7, Will +7
Str 22, Dex 7, Con 25,
Int 6, Wis 8, Cha 10
Listen +4, Spot +4

Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:

Warm forest, desert, plains, marsh


Small herds (5-8)
7
None
Neutral
18-25 HD (Gargantuan)

Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:

Spinoflagella peloros, the heavy spiny whip, is a giant


nodosaur. This is an ancestor of the ankylosaurs, but with the bony
tail club replaced by spines in abundance. In the case of S.
peloros, the tail is now a long, supple whip of incredible agility, at
least when wielded by its owner. The entire animal is a mottled
white and either olive green or light brown in color, depending on
its choice of habitat. It reaches a maximum length of at least 30
feet.

SOCIETY
Spinoflagella peloros lives in small, irritable herds, just like

its ankylosaur relatives. They use their lashing tails to drive out
not only predators, but rival grazing herbivores as well. The herds
are matriarchal in terms of leadership, and wander about constantly in search of good grazing land. When breeding season
comes around, the dinosaurs lay their eggs wherever they happen
to be, not having traditional nesting grounds like many other
species do. S. peloros lays up to a dozen eggs, from which only
two or three will have young both hatch and live to reach adulthood.

COMBAT
Spinoflagella fights with its flexible spiny tail, depending on
its armored shell for protection from the enemys return blows. It
can make trip attacks with its tail. It has two special tactics:
Coiling Lash (Ex): The long, supple, spined tail of
Spinoflagella can, upon striking something Medium-size or smaller, immediately coil tightly around it, letting the spines sink in.
The creature can decide whether to withdraw its tail or let it coil
around a target.
If it chooses to coil its tail, Medium-sized or smaller targets
must make a Reflex save (DC 18) or be entangled by the tail. If
the target makes the save, the spinoflagella must withdraw its tail.
If the tail does coil successfully, the tail itself can be targeted by
other creatures (AC 20, 35 hp). In order for the target to move outside the spinoflagellas reach, it must succeed in an opposed
Strength check. Characters can try to wriggle out of the tail with
an Escape Artist or Dexterity check (DC 16), but in doing so they
take 2d6 points of damage from the spines.
If the tail is severed, the spinoflagella loses its main attack. If
not severed by the next combat round, the spinoflagella can withdraw its tail with devastating effect. The spines inflict long, gaping wounds on the victim as they are torn out, doing half again as
much damage as the initial tail strike did (i.e., 6d6 points of damage instead of 4d6) with a threat range of 19-20. One such double
strike against a large carnosaur can transform it from being king
of the jungle to being a limping cripple, while against smaller
foes, this tactic often proves fatal.
Defensive Crouch (Ex): A Spinoflagella feeling defensive
can crouch, tuck its head in and draw its legs up beneath its body.
This minimizes the already few vulnerable areas and grants a +4
circumstance bonus to AC. When crouched as such, the
Spinoflagella cannot move or attack. They generally do this only
when injured or facing overwhelming odds, such as a wolf pack
of carnosaurs or raptors.

BYPRODUCTS
The last 10-12 feet of this creatures tail can, when suitably
dried and treated, serve as a barbed whip, useful both in combat
and in driving recalcitrant dinosaur pack animals, while the shell
can serve as armor for large dinosaur beasts of burden and
mounts.

TITANOSAURS (TORTOISAURS)

Skills:

Hypselosaurus machairurus
Saltasaurus testudostegos
Spinosauropoda cretasus
Titanosaurus pilumurus
Titanosaurus spinurus
Titanosaurus talarurus
Colossal Animals
30d10+210 (375 hp)
-3 (Dex)
80 ft.
17 (-8 size, -3 Dex, +18 natural)
Tail +26 melee, kick +14 melee, bite +10
melee
See below
25 ft. by 50 ft./25 ft.
Trample
Scent
Fort +24, Ref +7, Will +15
Str 35, Dex 4, Con 25,
Int 6, Wis 20, Cha 12
Listen +4, Spot +20, Wilderness Lore +10

Climate/Terrain:

Forest, hills, plains

Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:

57

Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:

Herds (20-50)
10
None
Neutral Good
31-45 HD (Colossal)

laying up to a dozen at a time. Typically, only three or four young


ever reach maturity, and it takes a titanosaur 30 years to reach full
adulthood. They may live as long as 175 or even 200 years, and
remember virtually everything that took place in that time.

COMBAT
The original titanosaurs were a group of sauropod dinosaurs
that averaged about 40 feet in length, though a few got far larger.
Their most distinguishing characteristic was the nodular bony
armor plates embedded in their hides, providing them with some
protection against the predators of their era. Now the titanosaurs
of Storm Valley have evolved a complete carapace, like that of a
tortoise, to protect their torsos, and this armor extends down their
tails, all of which end in a weapon of some sort. In the case of
Spinosauropoda cretasus, the shell is even covered with short
spines. These beasts are all the same size, being roughly 60 feet in
length, with heads perhaps 25-30 feet off
the ground, and their behavior is
largely the same, so they will all
be examined together.

SOCIETY
Although they are
among the best-protected of all sauropods, and
thus most suited for a life
alone, the titanosaurs of
Storm Valley still gather in
herds like their unarmored
kin. Much of what is true
about the brachiosaurs
holds true for them as
well in regard to migration and other behavior.
They are more aggressive
than their kin, as well as
slightly more intelligent, and
any potential threat in the
neighborhood of the
herd will be set upon
and driven off by
several of the
younger and
stouter males.
The females
lay eggs once every
six to eight years,

58

These dinosaurs trust their armor and tail weapons in combat.


Besides providing the usual armor protection, the spiny shell of
Spinosauropoda will inflict 1d6 points of damage on any creature
that touches it (Reflex save (DC 22) to avoid). All of these beasts
can kick for 6d12+16 damage and bite for 2d6+8. The real variety
comes in their tail weapons and damage, which are:

Hypselosaurus machairurus: A massive curved blade of bone


which does 4d10 damage; machairurus means machaira
tail, as the blade resembles a thick curved sword of ancient
times called the machaira.

Saltasaurus testudostegos: The tail weapon of this


tortoise-roofed titanosaur
is the complete tail, covered in rings of nodular
armor, making it stiff but
deadly. It does 3d10+4
points of damage.

Spinosauropoda
cretasus:
This animals tail is long and
flexible despite the bony armor,
and it is covered with short spines
like those on the carapace,
enabling it to do 2d10+8
points of damage.
Titanosaurus pilumurus:
This
javelin
tailed dinosaurs
tail ends in a
long bony point
or spearhead
which inflicts
4d10+10 points
of damage on the
target.
Titanosaurus spinurus: This spiny tailed
sauropods tail ends in
four spikes, like those of
a stegosaur, which do

4d10+16 points of damage.

Titanosaurus talarurus: The basket tailed dinosaur T. talarurus has a tail that ends in a bony club like that of the ankylosaurs, and which inflicts 4d10+12 points of damage on any
foe.

Trample (Ex): Any creature that comes near a titanosaur can


expect to be trampled. In combat, the titanosaur will actively
attempt to trample any and all targets within reach. This attack
causes 5d12 points of damage, or half that if the enemy foregoes
an attack of opportunity and attempts a Reflex save (DC 25).

BYPRODUCTS
The armored carapaces of these titanosaurs can be used to
make armor for domesticated dinosaurs. One carapace can provide armor for a huge creature, two for a gargantuan creature, and
four for a colossal one. A single carapace can be split in half to
provide armor for two large creatures.

VELOCIRAPTOR HOMOIDES
(MAN-RAPTOR)

Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Qualities:
Saves:
Abilities:
Skills:

Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:

Velociraptor homoides
Medium-Size Animal
2d10+4 (11 hp)
+3 (Dex)
40 ft.
16 (+3 Dex, +2 natural, +1 shield)
Longspear or short sword +3 melee; sling
or shortbow +4 ranged
Longspear 1d8+2 or short sword 1d6+2; or
sling 1d3+2 or shortbow 1d6
5 ft. by 5 ft./5 ft.
Scent
Fort +6, Ref +7, Will +5
Str 15, Dex 16, Con 15,
Int 15, Wis 16, Cha 10
Hide +10, Listen +12, Move Silently +11,
Spot +12, Wilderness Lore +12, others (see
below)
Any land
Solitary, hunting party (2-10), or tribe (11400)
2
Standard
Lawful neutral
By character class

Velociraptor homoides is a man-shaped descendant of the


original dinosaur velociraptor, and shaped like a man it is. The tail
is either entirely gone or is a mere stump, its size varying among
individuals, while the snout is only slightly more pronounced than

the muzzle of an ape. The animal? being? walks upright, its


posture being as straight at that of a soldier on parade. In addition,
all the claws and teeth are so greatly reduced as to be useless in
combat; even the original slashing claws are mere dull spikes an
inch long on each heel. To compensate, they have an opposable
thumb.
V. homoides ranges in coloration from a drab olive green to
muddy brown.

SOCIETY
Aside from dracotherizinos, velociraptor homoides is the
only known civilized dinosaur race in Storm Valley. These creatures live in villages or cave systems, depending on the terrain
they call home, but they are found in all terrestrial environments
in Storm Valley. Mountains, hills, forests, jungles, marshes,
plains, and deserts alike have all been adapted to magnificently.
In many respects, these raptors are like their uncivilized
brethren in the Main Valley. However, there are a number of differences, such as the fact that these dinosaurs actually build huts
and other shelters for protection from the elements. The huts can
be made of anything from wood and thatching to stone, clay, and
even dinosaur bones, while great tents made of dinosaur leather
are also popular.
Most raptor tribes lead a settled existence, but those who
dwell in the harsher portions of the northern deserts have taken up
the life of the nomad, wandering to and fro in search of food and
water, carrying their hide tents and the wooden stick and large
bones used to support them everywhere they go. There are even
reports of tribes dwelling in the high mountains, clad in clothing
made from pterosaur fur. The tribes are also led by the males,
rather than the females, and combat between would-be leaders is
fought using artificial weapons rather than natural ones. Shamans
in these tribes know Alchemy as one of their skills, and given the
species lack of natural weapons, this skill is naturally more
important than it is for the original velociraptor (or deinonychus).
The same goes for raptor armorers, bowyers, fletchers, and
weaponsmiths, though these work without metal.
These creatures are fond of diplomacy, both among their own
kind and relating to other dinosaur species. They were among the
prime movers concerning the siege of Fort Phil Kearny, and have
been responsible for planning many of the more clever attacks,
such as the aerial bombing and poisoning of the forts water supply. Although they hunt and eat other dinosaurs, they always leave
at least one species in their territory strictly alone, in exchange for
using it as a go-between when the tribe wishes to negotiate with
another species.

COMBAT
Like the original species, velociraptor homoides has specialized warrior, tactician, and shaman types, who are treated similar
to the character classes for normal velociraptors. The only difference is that they fight with artificial weapons.
V. homoides uses the teeth, horns, claws, and spikes of other

59

dinosaur species to produce longspears and short swords, with


which they often fight in a rude phalanx formation. They also produce both large and small wooden shields and hide armor to boost
their armor class. Both the sling and the shortbow have been
invented, and these are used to rain stones and arrows on top of an
enemy to disrupt his preparations for combat. Large tribes and
widespread alliances mean that these creatures can sometimes
field an army numbering in the thousands, and this has become
more common since those troublesome humans appeared.
These creatures have special equipment as well. When given
the time, raptor craftsmen can produce masterwork versions of the
few weapons and armor types they have. Alchemy-savvy shamans
can produce poisons of all types, acids, alchemists fire, slippery
greases and oils that make an enemy lose his footing on a treated
area (make a Reflex save (DC 18 to 24) or fall flat on your back),
lamp oil, gunpowder bombs, tanglefoot bags, and even smokesticks and tindertwigs.
To make matters worse, the insect life of Storm Valley
includes bees, and the tribes often keep them around, both for
their production of honey and beeswax and because hurled hives
filled with angry bees make excellent missile weapons. (Treat as
a thrown weapon, range increment 20 ft., damage 1d4 plus target
is stunned (Will save, DC 18 to resist) as he tries to beat off the
bees. Bees continue to attack the target for 2d4 rounds or until he
is submerged underwater, lit on fire, or runs more than 300 feet
from the hurled beehive.)
And if that isnt enough, many tribes have scavenged human
and alien weapons and other high-tech gear from shipwrecked
victims and failed expeditions, and have learned to use at least
some of it. Naturally, lacking repair facilities, spare parts, and
ammunition or energy cell resupply, they cant rely on them all the
time, but once theyve discovered how potent the thing is, theyll
keep it carefully stored, until the time comes when all conventional defenses have failed and they really need it.
Thus, characters who fight their way into a raptor village may
find themselves being fired on with such things as whisper rifles
and laser guns towards the end of the battle. All of the raptor tribes
in the vicinity of Fort Phil Kearny are now reasonably wellequipped, and their skills in combat and their powerful dinosaur
allies help them keep in supply.

BYPRODUCTS
Aside from their value as friends, allies, and/or servants,
these dinosaurs have nothing anyone would want, their bodies
being useless from a pharmacological point of view.

60

Appendix 1: Encounter Tables


The following tables group prehistoric creatures by CR and terrain. You can use them to plan encounters. The tables include all
relevant creatures from the MM, MM2, Broncosaurus Rex Core Rulebook (CR), Cretasus Adventure Guide (CAG), Complete Guides
to Velociraptors (CV) and T-Rex (CT), and this volume (DNW), as well as the Trogloraptor from Campaign magazine #3 (CM).
Dinosaurs from this volume use their scientific name.

Table 1-1: Encounters of CR 1/10 through 1


CR

Creature

1/10
1/8
1/8
1/6
1/6
1/4
1/4
1/4
1/4
1/4
1/3
1/3
1/3
1/2
1/2
1/2
1/2
1/2
1/2
1/2
1/2
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1

Toad (MM)
Mon. Centipede, Tiny (MM)
Trilobite, Common (CAG)
Lizard (MM)
Small Game, Tiny (CAG)
Cheirolepis (CAG)
Hypsilophodon Lemmo (DNW)
Mon. Centipede, Small (MM)
Mon. Scorpion., Tiny (MM)
Mon. Spider, Tiny (MM)
Giant Beetle, Fire (MM)
Small Game, Small (CAG)
Snake, Tiny Viper (MM)
Compsognathus (CR)
Giant Bee (MM)
Mon. Centipede, Med. (MM)
Mon. Scorpion, Small (MM)
Mon. Spider, Small (MM)
Pterodactylus (CR)
Snake, Small Viper (MM)
Tanystropheus (CAG)
Dryosaurus (CAG)
Edaphosaurus (CR)
Eurypterid (CAG)
Giant Ant, Worker (MM)
Hypsilophodon Cervesaurus (DNW)
Mon. Centipede, Large (MM)
Mon. Scorpion, Med. (MM)
Mon. Spider, Med. (MM)
Octopus (MM)
Ornitholestes (CR)
Oviraptor (CR)
Oviraptor Arbophagus (DNW)
Protosuchus (CR)
Shark, Medium (MM)
Snake, Medium Viper (MM)
Squid (MM)
Stenonychosaurus (CAG)
Trilobite, Giant (CAG)

Forest

Plains

X
X

X
X

X
X

X
X
X
X
X
X
X
X
X
X
X
X

X
X
X
X
X
X
X
X
X
X
X
X
X
X

X
X

Riverine/
Swamp
X
X
X
X
X

X
X
X

Hills/
Mountain

Desert

X
X

X
X

X
X
X
X
X
X
X
X
X
X
X
X
X
X

X
X
X
X
X
X
X

X
X
X
X
X

X
X
X
X
X

Aquatic
(Any)

X
X
X

X
X

X
X
X
X
X

X
X

X
X

X
X
X
X
X

X
X
X
X
X

X
X
X
X

X
X
X
X

X
X

X
X

X
X

X
X

X
X
X
X

61

Table 1-2: Encounters of CR 2 and 3


CR

Creature

2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
3
3
3
3
3
3
3

Avimimus Struthioides (DNW)


Bactrosaurus (CAG)
Camptosaurus (CR)
Ceratops Susoides (DNW)
Chirostenotes Temnocheirus (DNW)
Crocodile (MM)
Dimetrodon (CR)
Dunkleosteus (CAG)
Giant Ant, Soldier (MM)
Giant Ant, Queen (MM)
Giant Beetle, Bombardier (MM)
Giant Dragonfly (CR)
Giant Lizard (MM)
Giant Praying Mantis (MM)
Leptoceratops (CAG)
Mon. Centipede, Huge (MM)
Mon. Scorpion, Large (MM)
Mon. Spider, Large (MM)
Plesiosaurus (CAG)
Protoceratops (CR)
Shark, Large (MM)
Snake, Constrictor (MM)
Snake, Large Viper (MM)
Velociraptor Homoides (DNW)
Cryptoclidus (MM2)
Giant Wasp (MM)
Parasaurolophus (CR)
Snake, Huge Viper (MM)
Stegoceras (CR)
Velociraptor (CR, CV)
Young Rex (CT)

Forest

Plains

X
X
X

X
X

Riverine/
Swamp

Hills/
Mountain

Desert
X

X
X
X

X
X

X
X

X
X

Aquatic
(Any)

X
X

X
X
X

X
X
X

X
X

X
X
X

X
X
X

X
X

X
X
X

X
X
X

X
X
X
X

X
X
X
X

X
X
X

X
X
X
X

X
X
X
X

Forest

Plains

X
X

X
X
X

X
X

X
X

X
X

X
X

Riverine/
Swamp

Hills/
Mountain

Desert

Aquatic
(Any)

Table 1-3: Encounters of CR 4 and 5


CR

Creature

4
4
4
4
4
4
4
4
4
4
4
5
5
5
5
5
5
5
5

Giant Beetle, Stag (MM)


Giant Crocodile (MM)
Monoclonius (CAG)
Mon. Spider, Huge (MM)
Nanotyrannus (CT)
Nanotyrannus Acinonyx (DNW)
Pteranodon (CR)
Pteranodon Pilumgnathus (DNW)
Shark, Huge (MM)
Styracosaurus (CAG)
Trogloraptor (CM)
Dracoroc Megalopteryx (DNW)
Edmontosaurus (CAG)
Elasmosaurus (MM)
Iguanodon (CR)
Pachycephalosaurus (CR)
Quetzalcoatlus (CAG)
Snake, Giant Constrictor (MM)
Therizinosaurus (CAG)

62

X
X
X
X

X
X

X
X

X
X

X
X

X
X
X

X
X

X
X
X
X

X
X
X
X

X
X
X

X
X

X
X

Table 1-4: Encounters of CR 6 and 7


CR

Creature

6
6
6
6
6
6
6
6
6
6
6
6
6
7
7
7
7
7
7
7
7
7
7
7
7
7
7
7
7
7

Aublysodon Orogradior (DNW)


Ceratosaurus (CR)
Cetiocrocodylus Thalassos (DNW)
Deinosuchus (CR)
Dolichobrachios Ferox (DNW)
Iguanodonts (DNW)
Maleevosaurus Nasipilum (DNW)
Megaraptor (MM)
Mon. Centipede, Garg. (MM)
Mon. Scorpion, Huge (MM)
Pilumcephalus Velos (DNW)
Segnosaurus Ursoides (DNW)
Vulcanodon (CAG)
Albertosaurus (CAG)
Allosaurus (CG)
Ankylosaurus (CG)
Anoplotops Ferox (DNW)
Carnocornus Megalocornus (DNW)
Ceratosaurus Linnormus (DNW)
DryptosaurusIngens (DNW)
Gorgomonstrum torvovenator (DNW)
Kentrosaurus Linnormus (DNW)
Mon. Spider, Gargantuan (MM)
Multiceratops Tarbos (DNW)
Pentaceratops Tarbomonstrum (DNW)
Sirenisaurus Macrolophus (DNW)
Spinoflagella Peloros (DNW)
Spinosaurus (CAG)
Stegosaurus (CR)
Triceratops (CR)

Forest

Plains

Riverine/
Swamp

Hills/
Mountain
X
X

Desert

Aquatic
(Any)

X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X

X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X

X
X

X
X

Forest

Plains

X
X
X
X

X
X
X
X
X
X
X

X
X
X
X

X
X

X
X
X

X
X
X

X
X

X
X
X
X
X
X
X
X
X
X
X
X

X
X
X

X
X

Table 1-5: Encounters of CR 8 and 9


CR

Creature

8
8
8
8
8
8
8
8
8
8
8
8
8
8
8
8
9
9
9

Acrocanthosaurus Linnormus (DNW)


Allosaurus Linnormus (DNW)
Allosaurus Temnonychus (DNW)
Ankylosaurus Peltaspinos (DNW)
Craspedoceratops Gregarium (DNW)
Deinocheirus Gryponychus (DNW)
Dracotherizinos Cretasus (DNW)
Elasmoforme Ingens (DNW)
Hyaenasaurus osseophagus (DNW)
Kronosaurus (CAG)
Megalochelys Thalassos (DNW)
Mon. Centipede, Col. (MM)
Octopus, Giant (MM)
Potamoceratops Cretasus (DNW)
Stegosaurus Linnormus (DNW)
Tyrannosaurus (CR, CT)
Carcharodontosaurus Linnormus (DNW)
Mon. Scorpion, Garg. (MM)
Squid, Giant (MM)

Riverine/
Swamp
X
X
X
X

Hills/
Mountain
X
X
X

Desert

Aquatic
(Any)

X
X

X
X

X
X
X
X

X
X
X

X
X
X
X

X
X
X
X

X
X

X
X
X
X

X
X

63

Table 1-6: Encounters of CR 10 and 11


CR

Creature

10
10
10
10
10
11
11

Giganotosaurus Linnormus (DNW)


Liopleurodon Gigantis (DNW)
Mon. Spider, Colossal (MM)
Titanosaurs (DNW)
Tyrannosaurus Linnormus (DNW)
Brachiosaurus (CR)
Mon. Scorpion, Colossal (MM)

Forest

Plains

X
X
X
X
X
X

Riverine/
Swamp

Desert

Hills/
Mountain
X

X
X
X
X
X

X
X
X
X
X

Hills/
Mountain
X
X
X

Desert

Aquatic
(Any)

X
X

X
X

Table 1-6: Encounters of CR 12 and above


CR

Creature

12
18
22
30

Seismosaurus (MM2)
Tyrant King (CT)
Tyrant Master (CT)
Collosaurus Cretasus (DNW)

Forest

Plains

X
X
X

X
X
X

Riverine/
Swamp
X
X
X
X

Aquatic
(Any)

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